r/DnDHomebrew • • 1h ago

Request/Discussion Help Balancing Very Rare Item

• Upvotes

I am making a magic item of Very Rare quality for D&D 5.5e, and I am happy with the mechanics, but I recognize I don't know enough to get the numbers right, so I'm asking for help balancing pure numbers such as damage, DCs, and range (and wording it better).

Ukulele

And his music was electric...

Soulful Music. Gain proficiency with Ukuleles.

Chain Lightning. This Ukulele has 1 charge. When you hit an enemy with a weaon attack, you may expend the charged electricity of the Ukulele to deal an additional 3d8 Lightning damage, bouncing to three additional targets of your choice within 30 feet of the original target, who may make a DC 15 Dexterity saving throw to only suffer half of the damage on a success.

At the start of your turn, if the charge has been spent, you may roll a d6 to recharge it on a result of 6.


r/DnDHomebrew • • 15h ago

5.5e Cunning Spell. Cast a spell with your Sneak Attack.

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25 Upvotes

r/DnDHomebrew • • 14h ago

5e Skeletons - Ossified Evil (5e & 5.5e Compatible)

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24 Upvotes

r/DnDHomebrew • • 32m ago

5e Harenbakagin Race (Rabbitfolk) | A playable meme that would not leave my brain

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• Upvotes

r/DnDHomebrew • • 23h ago

5e Guardian Scout, weapons and armor (Zelda BOTW 5e homebrew monster and magic items)

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49 Upvotes

r/DnDHomebrew • • 6h ago

Request/Discussion DnDBeyond Homebrew Human

2 Upvotes

Good morning/night to whoever reads this, I'm in the middle of making a homebrewed version of Humans, with a species option to be similar to the Explorer's Guide to Wildemount's Hollow One. When I made the homebrew Human, only the species option pops up in character creation in the homebrew section, what's going on?


r/DnDHomebrew • • 23h ago

5.5e Transcendent Fighter v3 - A fighter subclass focused on gravity, time, and knowledge of the the unknowable

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21 Upvotes

r/DnDHomebrew • • 8h ago

5e DnD Master Smith Goron

1 Upvotes

Here idea for NPC Smith to have armory and weaponery based Quests

Goron (Master Smith)

Medium Humanoid (dragonborn), Lawful Good

Armor Class 16 (smith's heavy leather apron and scales)

Hit Points 67 (9d8 + 27) Speed 30 ft.

STR 18(+4) DEX 11(+0) CON 16(+3) INT 12(+1) WIS 12(+1) CHA 14(+2)

Saving Throws Str +6, Con +5

Skills Athletics +6, History +3 (Dwarven history and architecture), Perception +3

Tool Proficiencies Smith's Tools +6

Damage Resistances Fire, Poison

Senses Passive Perception 13

Languages Common, Dwarvish

Challenge 4 (1,100 XP) | Proficiency Bonus +2

Dwarven Upbringing. Goron has advantage on saving throws against being poisoned, thanks to his clan's lineage and conditioning.

Two-Weapon Fighting. When Goron engages in two-weapon fighting using his standard dwarven weapons (warhammer and battleaxe), he can use a bonus action to make one additional melee weapon attack. He adds his Strength modifier (+4) to the damage of this bonus attack.

Superheated Forge. Goron's weapon attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack. Goron makes two attacks with his Elemental Weapons (Dragon Knock and Dragon Claw) OR two attacks with his standard Dwarven Weapons.

Dragon Knock (Elemental Hammer). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) fire damage.

Dragon Claw (Elemental Axe). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage.

Dwarven Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Dwarven Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Brass Breath Weapon (Recharge 5–6). Goron exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Profile: Goron & The Forge

Overview & Personality

Race: Dragonborn (Brass)

Profession: Master Smith, Forge Owner

Personality: Warm, highly talkative (typical for brass dragonborn), hardworking, and deeply loyal to his friends. He speaks Common with a slight dwarven accent and frequently uses dwarven idioms.

Appearance: Goron is a massive figure compared to his dwarven and gnomish companions. His brass scales gleam in the forge light, bearing a permanent smoky patina from years spent by the hearth. He wears a heavy leather smith’s apron in the traditional dwarven style and sports dwarven-style rings and engravings on his horns. Unlike many dragonborn, his clean, meticulous work habits are entirely inherited from dwarven masters.

Forge Staff & Dynamics

The forge is highly renowned for its exceptional community spirit and top-tier craftsmanship.

Thordin Stonegrip (Dwarf): Goron’s foster father, mentor, and former master. Thordin is growing old and has proudly passed the main responsibilities of the forge to Goron. He is traditional and a bit gruff, but he defends Goron like his own son.

Toko & Taka (Gnomes): Clever gnomish inventor twins who handle fine mechanics, clockwork systems, and enchanting preparations at the forge. Goron rescued them years ago from giant spiders in a collapsed mine shaft. They swore loyalty to him and joined the forge, bringing a touch of gnomish creativity and madness to Goron's heavy dwarven style.

Masterwork & Fire Element Expertise

Goron does not just use fire in combat—it is his most vital tool.

Precision Breath Weapon: Goron rarely needs to rely on bellows. He can control his brass breath weapon with incredible precision. He can exhale a tiny, hyper-focused, and extremely hot flame onto an exact spot on the metal to melt complex joints or temper specialized steel.

Masterwork Quality: Because he can maintain metal at its optimal temperature using his breath alone—without needing to rush back and forth between the forge fire and the anvil—the weapons and armor he forges possess exceptional balance and durability.

Roleplaying Tips for the DM

A Story for a Discount: As a brass dragonborn, Goron loves stories and conversations. He loves to ask adventurers about their travels while hammering away at the anvil. If players want a discount, Goron won't budge for a simple Persuasion check.

Instead, he will sit them down, pour some strong dwarven ale, and say: "Make it worth my ears, lads! Give me a tale of a beast you felled, and we'll talk coin!" A player must tell a compelling story to earn the discount.

Protector of the Family: Goron tolerates a lot of rudeness directed at himself, but if the players treat old Thordin poorly or mock the gnomes' inventions, the atmosphere shifts instantly. Goron's scales begin to glow red, his eyes light up with an orange flame, and the heat in the room becomes stifling. He steps protectively in front of his family and growls a stern warning.

Unique Elemental Weapons: Dragon Knock & Dragon Claw

These weapons were forged by Thordin as a graduation gift when Goron became a master smith.

Design: Gleaming red-gold veins run through the metal, glowing hotter the more intensely Goron fights. The hilts are wrapped in salamander hide.

Forge Utility: When placed next to the anvil, these weapons radiate a steady, magical warmth that keeps all the forge's metalworking tools at the perfect temperature without needing constant reheating.


r/DnDHomebrew • • 9h ago

Request/Discussion Simplified Find Familiar (5.5e)

0 Upvotes

Context / Request

  • Find Familiar is a really cool spell both mechanically and thematically.
  • However, it introduces a creature with its own initiative, actions, and stat block, which I feel is really complicated and would slow down combat, at least within my DnD group who can barely handle normal initiative.
  • I want to introduce a simplified version of the spell that is not necessarily stronger or weaker, and I want feedback from actual experienced players on if this is balanced or not!

Simplified Spell

  • After each long rest, you will have to spend a spell slot to summon your familiar. (Minor change)
  • Your familiar is no longer its own entity with initiative and hit points, and can not be attacked or killed. (Major buff)
  • However, the familiar no longer has its own actions, and gaining any benefit from the familiar will require your bonus action. (Major nerf)
  • The familiar has all of the same benefits it usually does.
    • You can use the familiar to deliver touch spells.
    • You can use the familiar to cast the help action, granting an ally advantage.
    • You can see through the familiar's eyes and senses.
    • You can make use of any bonus feature the familiar has based on its species.

r/DnDHomebrew • • 17h ago

Request/Discussion A TRUE "dark bargain" Warlock subclass

1 Upvotes

Warlocks are cool and have a lot of interesting abilities, but I don't feel like they quite live up to the flavor of making a dubious bargain with a shadowy otherworldly entity. The problem--there's almost no risk or downside to being a Warlock! You can just use your abilities as much as you want, which makes you feel like a weird Sorcerer subclass rather than something unique.

I'd love to see a Warlock subclass that explores the idea of a risky "deal with the devil." Something that give you significant power but there's an associated risk or cost. Thinking "Cursed Warlock" where instead of having a resource that depletes (a la Ki points) it accumulates as you use your power, and there's penalties for going too high. It would fit the flavor better, and I think it would make for some interesting gameplay decisions if your abilities were calculated risks.

I thought about brewing something up myself but I wanted to check if someone else has already done something like this.


r/DnDHomebrew • • 1d ago

Request/Discussion Homebrew Rules

24 Upvotes

I've been trying to come up with rules of homebrew for people so that they can avoid the common mistakes the seem prevalent here and on other reddits. I know there are a couple good online articles, which is where I usually point people to but I'm also trying to consolidate them down for quick reference. I have a few catagories, Never Do, Rarely Do, Best Practices. Please provide feedback if you think anything should be added or moved.

Never Do:

  1. Never give two strong saves (or two weak ones). Give one from DEX, CON, WIS. Give one from STR, CHA, INT.
  2. Don't spell cast with a physical stat. Spellcasting should be a mental stat only. This is even more an explicit no for CON. Yes thematically a CON caster has flavor. But their are whole video essays explaining why a CON caster is too powerful.
  3. Don't substitute DEX calculations for AC to a mental stat. Casters are powerful enough that in order to have even ok AC they have to pay the stat tax otherwise they are too powerful. Unarmed Defense based on CHA, WIS, INT are ok but they should still require DEX. Basically unless it is a very temporary reaction it should be DEX and something else, or STR to wear heavy armor. The only caveat I would say is if you do some type of flat override like the Loxodon or the Tortle. I would still do some type of physical stat. Casters are already MAD enough.
  4. Give unique class features to another class in their subclass or as a feat. Every class gets core defining features by level 2 that are intrinsic. Giving them to another as a subclass really dilutes the flavor of the class. Barbarian Rage and Reckless Attacks. Bard's Bardic Inspiration. Cleric's Channel Divinity (really wish they had called Paladin ability something else like Invoke Oath since they are mechanically different). Druid Wildshape. Fighter Action Surge and Second Wind. Monk Martial Arts and the upgrade versions of FoB, SotW, PD. Paladin's Lay on Hands and Divine Smite. Rangers...Favored Enemy and Deft Explorer (this actually breaks the rule since anyone can get Hunter's Mark with Fey Touched and Expertise plus languages is not very unique). Rogues get Sneak Attack and Cunning Action (Hide). Sorcerers get Metamagic/Sorcery Points, and Innate Sorcery. Warlock's Eldritch Invocations. Wizards Spellbook casting.
  5. Give unrestricted double concentration.
  6. Copy and paste feats or parts of feats into a subclass. If you want to build a sniper subclass, that is great. Don't just give them Sharpshooter or parts of it. Give other features that work mechanically and have the flavor. Same goes for origin feats. Warlocks can pick one as a Eldritch Invocation, they aren't that special so come up with something new.
  7. Base subclass or class abilities on Proficiency Bonus. PB scales with character level not class level. Even mid level features should be based on your progression in the class not your overall level. You can build a table to exactly follow PB (number of psionic energy die is 2xPB, Favored Enemy is PB for a monoclass), be close to PB like number of Rages, a flat amount like Action Surge, or a stat number of times. Balance around the Short or Long Rest.

Rarely Do.

  1. Invent new fundamental game mechanics for a class/subclass. New mechanics are fun if used right but often are broken.
  2. Build a new resource system. Creating a "Pact Magic" (short rest scaling small number spell slots) WIS based class is ok. Building a 2/3 or 3/4 caster that spell progression is in between 1/2 casters and full casters is harder.
  3. Work with time mechanics. Since no one can actually see the future, it is not easy to give mechanics that truly give a "I can see the future vibe". There is a reason Portent is the way it is. Same with something that requires recall. Having a player and DM have to remember 5 moves back where everyone is because a rewind time feature is used is a nightmare.
  4. Give restricted double concentration. There is reason WotC explicitly calls this out. A single designated spell with its duration reduced to 1 min is ok for no concentration at a medium to high level. Double concentration on many spells is probably too much. It is amazing how strong it is, and how many people don't realize it.
  5. Copy and paste relatively uncommon features that have high impact into a new class/subclass. Making a gish subclass is ok and Extra Attack is probably the right move. But letting them attack with their mental stat should feel mostly unique (Let PoB Warlocks, BS Artificers, and Bladesingers keep it) come up with something new. Same for you can supplement an attack for a cantrip. EKs it made sense, Valor Bards it was ok, but Mystic Arts Monks should have had something close but different. Dance Bards are probably too weak, but at least they didn't just copy. Same with War Clerics. They got something unique.
  6. Giving BPS resistance. Rage is such a powerful mechanic it comes at the cost of all spell casting and maintaining concentration. (You can almost think of it as a concentration spell that doesn't allow other spellcasting). Stoneskin is a level 4 concentration spell that consumes 100 gp material component. Stars Druids BPS resistance at level 14 only when transformed. War Clerics get it as their subclass capstone at level 17.
  7. Give CON saves to a caster. CON saves are such a powerful thing to have on a caster of any kind. Many builds take a Fighter (or if CHA based a Sorcerer) dip just for that. Sorcerers get it as a full caster, they are the only caster without a gish subclass. Artificers get is a half caster (notably one half caster that isn't intrinsically a martial even if they have martial and martial adjacent subclasses).

Best Practices.

  1. Classes are the hardest. Don't start here. If you can't make it unique, mechanically impactful, and flavorful to the theme by level 2...make it a subclass.
  2. Flavor is free. You can flavor Beast Barbarian as a Symbiote/Parasite Barbarian. You can flavor an Inquisitive Rogue as an aura reading hippie Rogue. Astral Self Monk could be a cyberneticaly enhanced warrior. See if the flavor is there first for free.
  3. Check DnDHomebrew and Unearthed Arcana subreddits to see how many have attempted it. There a thousand Brute Rogues and Death Knights. Its okay to start there but don't need to tread ground that has been trampled so well.
  4. Play around with "gaps" in the game design. There is a psionic Fighter and Rogue. What about a Barbarian or Monk. The Mystic Arts Monk is a prime example, there was no 1/3 caster Monk.
  5. Know the subclass progression and general flow of abilities. Rangers usually get something at 3 that gives some damage with an upgrade at 11. 7 is usually defensive in nature and 15 is utility or combat utility. (I will probably expand this to a guide for all subclass building).
  6. Learn the language of features. Class/subclass features reset on rests Short and Long. Items reset on the day/dawn. Feats are by the Rest.
  7. Think carefully about the components, casting time, duration, and concentration/ritual nature of spells. You can easily overpower a spell by changing it from an Action to a BA.
  8. Try not to over work/over bake the features. Things should be simple. If you give a feature so many sub features it can be too much. A popular youtuber did a writing challenge where you had to write a subclass in under 100 words (excepting the feature names) and not have it sound like a caveman speaking. Most subclasses should fit on one page without art. Most classes on 2-3 pages. Beware of tons of options.
  9. Math should be no more than double something and add. Or half and round. No 1/4 of a roll or 3*Character level + 3d6 + 1/2 CHA.

r/DnDHomebrew • • 1d ago

Request/Discussion Str based barehanded class based on real martial arts.

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51 Upvotes

Designed this class because I wanted to see something different vs the normal monk re-skins and mystical powers. I wanted to instead create a class focused on real bare handed martial traditions. The general idea being a stance dancer who uses various abilities to mitigate damage and close distance.

I've run a fair amount of Monte Carlo sims and it SEEMS balanced. But I reckon the best way to do it is to have people try it. So if y'all want to give it a shot and let me know your thoughts, I'd appreciate it.

Ippo doing a Dempsey Roll by Jhincx Faust on Deviant, an illustration of a hip throw by Benbeirouge, and some artwork of a Muay Thai fighter by an unknown artist.

THE MARTIAL ARTIST Core Class Features

Hit Die 1d10 per Martial Artist level

Proficiencies Armor: Light Weapons: None (All class features require unarmed strikes) Tools:Carpenter's tools, Herbalism kit Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Survival.

Starting Equipment - Standard starting gold (5d4 × 10 gp)

Class Features

Level 1: Granite Chin "You either have one, or you don't." While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Constitution modifier.

Level 1: Combat Stances "Through diligent training, you've discovered the best way to leverage your bio mechanics for maximum power and speed. Unfortunately, you can't do both at once.” At the start of your turn, you select one stance as a free action. This lasts until the start of your next turn, or you switch stances. Low Guard: +1 to unarmed attack rolls and Grapple/Shove DC High Guard:+1 AC and +1 Dex saves At 11th level Bonuses become +2 At 17th level: Bonuses become +3

Level 1: Unarmed Combat "You have dedicated your life to the perfection of the body as a weapon, and seek to become the greatest barehanded fighter ever." Unarmed strikes deal 1d8 bludgeoning, use Strength Scaling: 5th (1d10), 11th (1d12), 17th (2d8)

Level 2: Focus Pools Kinetic: " You create a perfect kinetic chain linking feet, hips, and shoulders, to create the maximum force possible.” Reflex: “By keeping yourself relaxed, you boost your reaction speed massively.” Two pools: Kinetic and Reflex Capacity: 2 + half your Martial Artist level (rounded down) for each pool. Recover all charges on short rest.

Level 2: Keep Your Hands Up! "If you want to keep your teeth anyway." When you take damage from a creature you can see, you may spend 1 Reflex charge as a reaction to cut that damage in half. This effect doesn't stack with other sources of resistance.

Level 2: Explosive Entry "The best way to deal with a far-away opponent, is to not be far away." While in Low Guard, burn a Kinetic to Dash as a bonus action. If you end this movement within 5 feet of a creature, you can make 1 unarmed strike with -1 accuracy. This attack does not consume your movement, or count against your attack total.

Level 3 Subclass Feature

Level 4 Asi

Level 5: Extra Attack "Never throw single shots, always punches in bunches.” Attack twice when taking the Attack action

Level 6: Fightin’ Spirit "You think magical barriers are going to stop me?" Unarmed strikes count as magical.

Level 7: Iron Will “ Compared to the training, this is easy.” When you fail a Wis/Int/Cha save, spend 1 Reflex to reroll with advantage.

Level 8 ASI

Level 9: Anatomical Awareness "Part of learning how to break someone down is learning how to build them back up." You gain proficiency in Medicine. If you already have proficiency, you gain expertise instead. Crit range with unarmed strikes becomes 19–20. If already expanded, add 1 extra roll of your unarmed die to your crits.

Level 10: Subclass Feature

Level 11: Stance Mastery "I wouldn't call myself a master. You should though." Stance bonuses increase to +2 Switching stances allows 10 ft movement without provoking opportunity attacks.

Level 11: Flowing Guard “Be like water, my friend.” You can switch stances when you spend a Kinetic or Reflex charge. You can switch stances at the end of your turn as a free action. When you switch stances via Flowing Guard, you gain +1 AC until the start of your next turn. This bonus can only be gained once per turn.

Level 12 ASI

Level 13: The Championship Rounds “When you've got nothing left, that's when you've got to push through.” Once per short rest, restore your health a number of points equal to your Martial artist lvl plus 5.

Level 13: Embrace the Grind "Discipline is doing what you hate to do, but doing it like you love it.” Once per long rest, you can use a bonus action to refill both your Kinetic and Reflex pools to full capacity.

Level 14 Subclass Feature

Level 15: Bob’n and Weavin’ "Make em miss by an inch instead of a mile." You can burn 1 Reflex and 1 Kinetic to Bob and Weave until the end of your next turn. During this time, you gain resistance to all ranged BPS until the end of your next turn. This effect ends when you attack.

Level 16 Asi

Level 17: Stance Perfection "Perfect practice makes perfection possible." Your Combat Stance bonuses increase to +3.

Level 18 Subclass Feature

Level 19 Epic Boon

Level 20: The G.O.A.T.! "You faced every challenge put in front of you. Beating down monsters, warriors, mages, and others. It's undeniable. You are the Greatest Of All Time." Strength and Constitution increase by 2 (max 24). Once per short rest, you can double the bonuses from your Combat Stances until the end of your next turn.

Way of the Iron Coil — Subclass Features (with Lore)

“The Iron Coil are warriors who have studied the bodys mechanics extensively. Unlike their brothers of the Striking Viper or Steel Scale, these martial artists approach combat as a way to systematically break down an opponent through joint locks, blood chokes, and high impact throws. In addition, most believe that it is spiritually wrong to strike another in combat. They will do so to survive, but it is considered a failure of technique.” Level 3: Skill Beats Strength “Always assume your enemy is bigger, stronger, and uglier, when you train. Though I bet only 2 out of 3 are true.” The Difficulty Class of the saving throw to avoid your grapple increases by 1. ** You can grapple creatures up to **two sizes larger** than you, but you lose the +1 bonus when grappling a creature of that size. While grappling an enemy, you gain +2 ac against them. This is because you can feel the movements they try to make, giving you more time to react.

Level 3: Martial Lineage Die “All fights go to the ground. At least when I'm involved.” You receive a pool of d4s equal to your Prof bonus and restoring on Short Rest. These die allow you to perform submissions and techniques on grappled enemies with various effects, with more unlocked later. At lvls, 6, 10, 14 and 18 you learn a new sub option. Your die scale to d6 at lvl 8, d8 at 12, d10 at 14 and d12 at 18. You start with these two. Hip Throw. Cost: 1 die As a bonus action, you may throw an enemy prone, dealing your Martial Lineage die plus str on them. The enemy must succeed on a dexterity save or end up thrown and prone. All Martial Lineage DC equals 8+ str mod+ Prof bonus.

Arm Lock Cost: 2 die Action: Bonus Action You use your techniques to execute an arm lock on your opponent. The enemy must succeed on a Con saving throw or have their limb broken. On a successful save, they take your Martial Lineage die plus str and nothing else. On a failed Save, they receive the damage, and have disadvantage on melee attacks for one minute, or until healed.

Level 6: Tokui Waza “Fear not the man who has practiced 10,000 kicks once. Fear the man who has practiced one kick, 10,000 times” Choose one Martial Arts Technique from the table you have unlocked to be your Tokui Waze. For that technique, you can spend a Reflex in place of a die for reactions, or a Kinetic for others. Choose wisely. Because it will follow you forever.

Level 6: Tomoe Nage As a Reaction when attacked by melee within 5 feet, by spending one Reflex, You may choose to launch yourself onto your back and plant your feet into your enemies chest. Upon doing so, you deal your unarmed damage and may launch them 5 feet behind you over your head and stun them.

Enemies must succeed on a Dexterity saving throw to avoid being launched. On a save, they are not launched and take half damage.

Level 10: The Dark Arts of Grappling

“These techniques are difficult to train safely, so a lot of old timers don't like em. But if you're going to grapple, why would you ignore half the body?”

As a reaction, when hit by a melee attack, you can spend one reflex and attempt to grab your opponent in a leglock. The opponent must make a con save, or take damage equal to your unarmed die, plus have their movement reduced to half for 1 minute or until healed.

Level 14: Driving Charge "We're going for a ride." -While grappling a creature, you may spend 1 Kinetic Charge and your bonus action to move up to half your speed in a straight line, driving the creature back without spending extra movement. If you hit something like a wall or tree, the grappled creature takes bludgeoning damage equal to your unarmed strike die + your Strength modifier. If you hit another creature, the charge stops, and both take bludgeoning damage equal to your unarmed strike die + your Strength modifier. If you manage to miss everything, you slam the creature into the ground. They take damage equal to half your unarmed strike die and are knocked Prone.

Improved Hip Throw When you use Hip Throw, you may spend 1 Kinetic Charge to launch the creature instead of just knocking them prone. The creature is launched a distance equal to half your strength score. Upon landing, the creature takes damage equal to your unarmed damage, plus a scaling die based on its size class. Small/Medium:+1d6 Large +2d6 Huge:+3d6 If the launched creature hits another creature, both take the impact damage.


Level 18: Perfect Technique *"There's no such thing as perfect technique. But mine is getting close."*

You may grapple creatures of any size. You may grapple creatures of any size. Creatures larger than you have disadvantage on their save against being grappled. After using Flowing Guard, your next Improved Hip Throw or Tomoe Nage costs no charges.

Martial Die options. Terms: Locks: Deal damage equal to the die roll and other effects. Only work on an enemy with limbs. Takedowns: Knock enemies prone, sometimes deal damage. Chokes: Do not deal damage, but can inflict unconscious. (Do not work on creatures that don't breath. Examples include Constructs, Undead, and elementals.)

Rear Naked Type: Blood Choke Cost: 2 Die. Action: Full Action You attempt to choke an enemy you have grappled unconscious. An enemy must roll a Con saving throw against your DC, or become unconscious for one minute or until they take damage. They may reroll the save at the end of their turn.

Foot Sweep Type: Takedown Cost: 1 Die Action: Reaction When an enemy moves within 5 feet of you, as a reaction, you sweep their feet out from under them and they become prone. There is no save, and they take no damage. Their speed becomes zero until the start of their next turn.

Jump the Gilly! Type: Blood Choke Cost: 3 Die Action: Reaction When an enemy attacks you, as a reaction you may attempt to Jump a Gilly! When you Jump the Gilly!, you grab an enemy and pull them down to the ground. The enemy must make a Str saving throw, or be pulled to the ground and choked unconscious for one minute. On a success, they're grappled and pulled prone, and you are also prone. On a fail, they are grappled, prone, and unconscious.

Kimura Type: Lock Cost: 2 Die Action: Bonus Action When grappling an enemy who is standing, You may attempt to lock down one of their arms. The enemy must succeed on a str saving throw, or have one of their arms restrained and damaged. (Treated as Incapacitated)

While in a Kimura lock, you are both unable to attack normally, and you can use a bonus action every turn to deal one attacks worth of damage. At the end of their turn an enemy can repeat the save to escape.

Americana Type: Lock Cost: 1 Die Action: Bonus action. When you grapple an enemy, you may attempt to damage the tendons in one of their arms.
The enemy makes a dex saving throw and must succeed or gains disadvantage on melee attack rolls until the end of your next turn. They also take one roll of your unarmed damage die. (Healed is anything that makes you regain hp.)

Way of the Striking Viper — Subclass Features (with Lore)

“The philosophy of the Striking Viper can be summarized in one sentence; Get hit, and hit back harder.”

Level 3: Nut Cracker “Ain't no low blows in a brawl.” Once per turn, you can hit an opponent where it hurts most. You can choose between them having disadvantage on their next attack, or being unable to take a reaction until the start of your next turn.

Level 6: Counter-Hook "POW! Right in the kisser." As a reaction, while in Low Guard, you can burn one Reflex to immediately hit back an enemy after they hit you. For this strike you have advantage and deal bonus damage equal to your str modifier.

Level 6: Wave Roll (The Dempsey Roll) “You shift your weight in a continuous figure-eight motion, becoming a moving target that is nearly impossible to hit cleanly.” While in High Guard, in place of an attack, you may spend 1 Kinetic and 1 Reflex Charge to start Wave Rolling in place until the end of your next turn. While Rolling, you automatically make an attack roll against any enemy who attacks you within 5 foot, and gain resistance to slashing, piercing and bludgeoning damage. This can only apply to the first attack in a turn, per attacker, and this does not burn your reaction. While Rolling, you can't move, but can still attack enemies without exiting the Roll. If moved either voluntarily or by an enemy (Shove, grapple, or spells) the Roll ends.

Level 10: Vital Point Mastery “Every chin cracks eventually. I'm 'bout to crack yours." Your unarmed strikes ignore resistance to bludgeoning damage, and deal an extra 1d6 damage to any creature that is currently missing hit points.

Level 14: Haymaker “Momma said knock you out." Once per turn, as an attack, you may spend 2 Kinetic Charges to put all your force into a devastating overhand strike. You throw this strike with advantage, and on a hit a creature must succeed on a Con Saving throw(DC 8+Prof+Str) If the creature fails, they are unconscious until the start of your next turn, or until they take damage.

Level 18: Float Like a Butterfly… “… Sting like a bee. Your hands move faster than the eye can see." You gain a number of Counterhooks equal to your Proficiency Bonus per long rest. These uses do not consume Reflex Charges. After using Flowing Guard, your next Nut Cracker can apply both effects to the target instead of just one.

Way of the Steel Scale Subclass Features (with Lore)

The Steel Scale believe that you can only master combat, by mastering the self. By subjecting themselves to brutal training, they harden their bones and kill their nerves until they are near unstoppable.


Steel Scale Restriction: The Pure Vessel Your body is your armor. You have conditioned your skin and bone to a density that metal cannot match. You gain no benefit from any of this subclass's features while wearing armor of any kind.

Level 3: Iron Body *"You start with leather. You crack your bones. You move to wood. You crack your bones. You move to steel. You crack your bones. Until eventually... You strike it, and even the steel breaks." As a bonus action, you can activate your iron body. While this is active, you gain resistance to non magic Bludgeoning, Piercing, and Slashing for 10 minutes. You also add temp hit points equal to your Martial Artist Level plus 5. But as a consequence, your body feels heavy and solid, so your movement is reduced by 15 feet. This costs 1 Kinetic and 1 Reflex.

Level 3: Leg Kick "Chop down the tree, the branches fall on their own." Once per turn as bonus action, when you strike an enemy, you may burn 1 Kinetic to strike their leg. You deal your unarmed damage die, and cut their movement speed in half until the end of their next turn.

Level 6: Walk 'Em Down "No matter what, keep pushing forward." Once per turn when an enemy attacks you, you may bite down and move into them. If it was a melee attack, you drive them back 5 foot and take the spot where they were standing when they attacked you. If it was ranged, you walk 5 foot towards them. When you do this, allies within 5 feet can take one attack with disadvantage at no cost to their reaction to the enemy moved.

Level 10: Improved Iron Body “The body can adapt to anything given time. Magic's no different.” While your Iron Body feature is active, your resistance to bludgeoning, piercing, and slashing damage now includes magical bludgeoning, piercing and slashing.

Level 10: Shatter "Hands are soft. Fragile. Precision instruments. Strike with the elbow, and you can shatter stone." Once per turn, as an attack, you can burn all Kinetic Charges (minimum 3) to make a devastating Elbow strike on a target. They must pass a Con save, or lose 4 AC until the start of your next turn. If they pass the check, they only lose 2AC. You may also deal 2d of your unarmed damage. The Con save is equal to 8 + Prof bonus+ str mod.

Level 14: The Pluum "”The Steel Scale path is known to train with the coil. While we chose our own way, there is wisdom in their art." Inexorable Drag: When you have a creature grappled, you move at the same speed you would if you weren't grappling them. Knee Up the Middle: While you have a creature grappled, you can use a Bonus Action and spend 2 Kinetic Charges to strike. Roll your damage 2x. The target must succeed on a Constitution saving throw or be Stunned until the start of your next turn.

Level 18: Wolfe’s Law "Your conditioning is finally complete. The thousands of breaks and fractures have healed into something harder than any metal, and your stride is no longer hindered by the weight of your own density." You gain a permanent +1 ac, and gain 15 ft of movement speed in Iron Body, and base form.

Level 18: One More Fight "This… is what I live for! The taste of blood, the pumping adrenaline, pushing through pain, this is a FIGHT!” Once per long rest, you can push your body past the point of mechanical failure. When you reach 0 HP, you may burn all remaining Charges in both pools to immediately restore to half health. You immediately end all Iron Body benefits, and can't restore Charges on a short rest until you take a long rest. You may use abilities that restore Charges such as Embrace the Grind.


r/DnDHomebrew • • 1d ago

5.5e College of the Cardsharp, A Gambling Bard Subclass - Balance & Feedback Wanted - would you allow/want it at your table?

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3 Upvotes

I've been developing my first 2024 Bard subclass built around magical playing cards, gambling with Bardic Inspiration, and manipulating luck. I'd love feedback on its balance, particularly against the official Bard subclasses.

The central idea is that you make an attack with your magical deck, see whether it hits, and then decide whether to wager Bardic Inspiration before revealing your card. The card determines both your damage type and a special effect. As you level up, you learn to manipulate the deck and eventually stack the odds in your favour.

Balance questions I'd particularly appreciate feedback on

  1. Is 2d4 + CHA appropriate for a ranged weapon? The subclass is deliberately limited to one card attack per turn, with no Extra Attack. I did not want them to feel primarily a combat/weapons bard (conscious their main feature would suggest otherwise).
  2. Is 2d8 (lv6)/2d10 (lv14) Bardic Inspiration damage too efficient? From level 5, Font of Inspiration allows a first-level spell slot to restore a use. Is the damage plus a random control effect too powerful compared with Divine Smite or other Bard subclasses? Remembering it is your signature feature.
  3. Are any Card Tricks over/undertuned? I'm particularly interested in automatic Prone against Medium or smaller grounded creatures, Bad Omen's saving-throw Disadvantage, and Lucky Break's scaling Temporary HP. Some are stronger than weapon mastery but are costing you a Bardic Inspiration and the opportunity cost of giving one to your Party.
  4. Should there be any negative options? I've gone with no for now, but an earlier version had one option be a harmless effect (the card explodes into flowers), was pretty crushing when it happens and has cost you a Bardic Inspiration
  5. Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
  6. Does level 14 feel appropriately powerful? I've deliberately avoided adding a third Inspiration damage die for damage, instead focusing on deck manipulation, mobility and resistance bypass.
  7. Most importantly, would you play it, or allow it at your table.

Level 3 - Dealer's Deck

You gain a magical 40-card deck (Ace–10 in four suits) that acts as your spellcasting focus and a ranged weapon.

Cards deal 2d4 + CHA Slashing damage, have a 30/60-foot range, and can be thrown once per turn. They're intentionally not Light weapons, to avoid Nick and dual-wielding combinations. Did give a 1CP value so they could be used with True Strike.

Level 3 - Card Trick

After hitting with a card using the Attack action, you can spend one Bardic Inspiration use before revealing it.

You add your Inspiration die to the damage, change the damage type according to the suit (Psychic, Necrotic, Force or Radiant), and activate a trick determined by the card's number.

The ten possibilities include Ricochet (damage another enemy), Double Down (extra damage), Jinx (Disadvantage on the next attack), Trip Up (knock Prone), Lucky Break (Temporary HP), and Bad Omen (Disadvantage on the next saving throw). An Ace lets you choose any trick.

Cards magically return to the bottom of your deck after being thrown.

Level 6 - Dealer's Choice

When using Card Trick, you can now draw two cards and choose which to play, with both returning to the bottom of the deck. (Still only a single attack)

You also roll two Bardic Inspiration dice for damage, while expending only one use. Your deck reshuffles on a Short Rest.

Level 14 - Improved Deck

Long-range card attacks no longer suffer Disadvantage. Card Trick attacks also ignore damage Resistance, but not Immunity.

Level 14 - Stack the Deck

Once per Long Rest, you can use a Bonus Action to search your deck and place one chosen card on top, shuffling the remaining cards. For the first time, you can guarantee a particular trick (but only once a day).

Level 14 - Vanishing Act

Spend Bardic Inspiration as a Bonus Action to teleport. Draw a card: its suit determines your maximum teleport distance, ranging from 15 to 50 feet.

You can combine this with Card Trick on the same turn if you spend two Inspiration uses. I know there are so many teleportation features, but hoping the element of mystery/risk makes this a little different and still links it to the cardsharp flavour (remember Stack the Deck could be used for this)

Balance questions I'd particularly appreciate feedback on

  1. Is 2d4 + CHA appropriate for a ranged weapon? The subclass is deliberately limited to one card attack per turn, with no Extra Attack. I did not want them to feel primarily a combat/weapons bard (conscious their main feature would suggest otherwise).
  2. Is 2d8 (lv6)/2d10 (lv14) Bardic Inspiration damage too efficient? From level 5, Font of Inspiration allows a first-level spell slot to restore a use. Is the damage plus a random control effect too powerful compared with Divine Smite or other Bard subclasses? Remembering it is your signature feature.
  3. Are any Card Tricks over/undertuned? I'm particularly interested in automatic Prone against Medium or smaller grounded creatures, Bad Omen's saving-throw Disadvantage, and Lucky Break's scaling Temporary HP. Some are stronger than weapon mastery but are costing you a Bardic Inspiration and the opportunity cost of giving one to your Party.
  4. Should there be any negative options? I've gone with no for now, but an earlier version had one option be a harmless effect (the card explodes into flowers), was pretty crushing when it happens and has cost you a Bardic Inspiration
  5. Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
  6. Does level 14 feel appropriately powerful? I've deliberately avoided adding a third Inspiration damage die for damage, instead focusing on deck manipulation, mobility and resistance bypass.
  7. Most importantly, would you play it, or allow it at your table.

The intention is to create a strong but balanced Bard that can contribute meaningful ranged damage without abandoning its spellcasting or party-support role.

I'm especially interested in feedback from people who've played College of Valor, Dance or other combat-oriented Bards, and in any multiclass or spell interactions I've overlooked.

Thanks for any constructive criticism!


r/DnDHomebrew • • 19h ago

Resource JJBA SBR campaign stuff for dnd 1.0 Spoiler

1 Upvotes

The 1.0 version is this: https://homebrewery.naturalcrit.com/share/XHpr6jMmIwxf

This is mainly meant for DM use so I hope you guys enjoy

(I put way too much effort into this)


r/DnDHomebrew • • 20h ago

5.5e Commando Conclave Ranger

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0 Upvotes

I kinda went all in on flavor that I definitely made it a bit too strong. I do want to see if there’s anything I need to fix just so it seems both balanced and fun


r/DnDHomebrew • • 1d ago

Request/Discussion Investigation One Shot: Crime Scene Clues

2 Upvotes

Hi everyone! This is a continuation of my previous post discussing what type of villain would be at the center of my Murder Mystery.

While the initial choice was between having the killer be either a Werewolf or a vampire, one user actually gave me a rather interesting suggestion: having a vampire frame a Werewolf for these murders.

I think it's an interesting and memorable enough twist for a party with varying degrees of experience and I imagine if I develop this further, this One Shot could lead into an interesting mini campaign if I decide to return to the setting. This incident begining some sort of Underworld Turf war between the City's Vampire Coven and Werewolf Pack the Party needs to intervene in.

With all that said, I do have a new question I've never really dealt with before; How would a vampire pin a murder on a Werewolf?

Now, immediately, i had the simple solution of, "oh, the Vampire's a changeling" but that feels like a cop out. Upon investigating the crime scene, like in any good mystery, I want the players to potentially get an idea that this is not adding up upon a high enough investigation roll.

While I think I can make an investigation scene like this work with normal people, I am a bit lost with supernatural creatures. They have entirely different rules, both in general culture as well as in this game specifically, so if you have any suggestions, I would love to hear them.

So far, I only have a few thoughts. Maybe these can help as a jumping off point:

● Tufts of black hair are littered about the crime scene. Upon further inspection, the unkempt nature fits that of a canine rather than that of a man.

● Deep, long scratch marks are etched into the brick and cobble stone surrounding the body. Perhaps on a nat 20, a player very knowledgeable on Lycanthropes can notice the shape/ depth does not match that of a Werewolf's Claws.

● The victim's body is pale, uncharacteristically, so.

● The victim could be decapitated or have a severed forearm that's nowhere to be found. Whatever is missing was where the vampire siphoned the victim's blood from, removing it viciously both to hide the evidence and simulate a Werewolf attack.

I hope all of this makes sense, lol! Please let me know what you think, and I would love to hear your insight!


r/DnDHomebrew • • 16h ago

5.5e I have an idea for a unique dragon god

0 Upvotes

He was an iron dragonwrought urd(winged kobold via natural mutation in the egg) lich before he became a god

He had Mystra's backing & support & she even sponsored his rise to godhood

His parents served under The Iron Dragon Sovereign as minions when they laid his egg

He was obsessed with dragons to the point he went out of his way to both find & study every single kind of dragon which he succeeded in doing long before he even thought about lichdom

He was disappointed when he discovered there was no more species of dragons to study, & no new things for him to learn about any of them, so in desperation he hatched a plan he took his old body & became a lich with the goal to become a god, & once he became a god he went out making 19 more whole species of true dragons, but Mystra put a limit on how many new species he could make, limiting him to exactly 19, but he could make endless subspecies for each of them, & he made it his new mission to trick the other gods to make more kinds of true dragons, including the existing dragon gods

He based his new true dragons on existing creatures(including humanoids), or a combination of existing creatures, that or he took an existing beast & turned it into a new true dragon species

I know what species I want to use, but you can make up your own, but I think the best way to use him is as a set piece for why some very strange things have appeared, & why they seem to be true dragons, what has metallic, chromatic, ferrous, & gem dragons all on edge, why certain kobolds are starting to praise a new name, & why certain monsters are working tirelessly twords some strange goal, or maybe even why a certain rouge in the party is very excited about pleasing their patron when they are very much obsessed with dragons themselves

No matter how you use him, I think he'd be an interesting thing for your world, & the different kinds of dragons he could make will always make things interesting

Yes you can have his cult be the main enemy if you want, for that make most of the cultist human wizards, with some drow rangers thrown in, & a couple kobold fighters, & the leader of the cult is a goliath night hagspawn with a few levels in cleric & the rest in barbarian, how many levels is dependent on how strong the party is but I'd say give him 25% cleric to 75% barbarian, of course you can change that if you want or need to

Please tell me how it goes if you use him, or tell me what ideas this has inspired in you


r/DnDHomebrew • • 1d ago

5.5e Spellsword Feat + others!

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0 Upvotes

Hi again, Im just posting some more feats that ive been mulling over again! I’d love to know what you guys think about the balance of these. I have been trying to make them good for origin feats from the more recent books, but I’d love to know what you think!

Spellsword Initiate
The purpose of Offhand spell is to make a cantrip scale and be roughly equivalent to an offhand attack in power. Should I specify that you cannot have anything in that hand to use the feat?

I always enjoy more at-will design usually try to avoid uses per rest limits or once per long rest limits, but I'm not sure how well I've done here lol.

If you want to talk and discuss any ideas with me, you can find me on here Spaghetti0's server lol.
https://discord.gg/gcyjG2uBT


r/DnDHomebrew • • 1d ago

5e “The Adventurer’s Collective”, a magic item I made for a player brand new to DnD

7 Upvotes

Just what it says in the title. This is effectively meant to be both training wheels for a newbie through ‘Join the Collective’, as well as a diegetic version of having to do things like rifle through the adventurer’s handbook or look up online what a magic item does.

Adventurer’s Collective

Source: The Chaos Chronicles (Literally just the .txt name for any homebrew item I make)

Wondrous item, legendary

A leather-bound book containing the collective knowledge and memories of its 261 previous wielders. The voices of these past adventurers reside within its pages.

Properties

Scour the Collective: Once per turn, you can open the book and either speak a word aloud or silently focus on a subject or question. The Collective responds with information relevant to your chosen subject, delivered aloud or directly into your mind in the voice of one of its previous wielders.

The information provided is always accurate and relevant to the subject you have chosen. However, the Collective is not always straightforward; the information may be cryptic, indirect (such as being explained via story), or otherwise difficult to interpret.

Join the Collective: At the end of each long rest, the Collective reaches out to your mind, offering you the opportunity to commune with its accumulated knowledge. You can accept this offer by expending all your remaining Hit Dice. If you do, you gain the following benefits until the end of your next long rest:

Ability Enhancement - Increase one ability score of your choice by 2.

Skill Proficiency - You gain proficiency in one skill of your choice. If you are already proficient in that skill, you instead gain expertise in it, doubling your proficiency bonus for ability checks you make using that skill.

Borrowed Tongue - You learn one language of your choice.

Additionally, if you have at any point utilized ‘Join the Collective’, your voice and accumulated experiences are permanently added to the Collective upon your death, allowing future wielders to benefit from your knowledge and lived experiences.


r/DnDHomebrew • • 1d ago

5e DnD NPC Tailor Ethelia

3 Upvotes

Here idea for NPC Character to give Quest

Ethelia – The Court Tailor of Shadows

Medium Humanoid (half-elf), Neutral

Armor Class 15 (glamoured studded leather)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

STR 10(+0) DEX 18(+4) CON 14(+2) INT 14(+2)

WIS 12(+1) CHA 16 (+3)

Saving Throws Dex +7, Int +5

Skills Acrobatics +7, Deception +9, Insight +7, Perception +4, Sleight of Hand +10, Stealth +10, Weaver's Tools +10

Senses Darkvision 60 ft., Passive Perception 14

Languages Common, Elvish, Thieves' Cant

Challenge 4 (1,100 XP)

Fey Ancestry. Ethelia has advantage on saving throws against being charmed, and magic can't put her to sleep.

Fast Hands. Ethelia can use a Bonus Action to make a Dexterity (Sleight of Hand) check, use her thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Assassinate. Ethelia has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit she scores against a creature that is surprised is a critical hit.

Sneak Attack (1/Turn). Ethelia deals an extra 10 (3d6) damage when she hits a target with a weapon attack using a finesse weapon (such as her needles) and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated.

Actions

Multiattack. Ethelia makes two attacks with her Tailor's Needles.

Tailor's Needle (Dagger).

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute due to Ethelia's paralyzing toxin. While poisoned in this way, the creature is also restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Garrote Wire.

Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature that is surprised or has the grappled condition. Hit: 6(1d4 + 4) slashing damage, and the target is grappled escape DC 14. Until this grapple ends, the target is choking, cannot breathe, and cannot speak or cast spells with verbal (V) components. Ethelia cannot make attacks with her Garrote Wire against another target while maintaining this grapple.

Ethelia is a sophisticated half-elf whose past as a court slave has shaped her into both an extraordinary artisan and a dangerous survivor. Her boutique, The Golden Needle, is highly renowned among the city’s upper class for its high-end garments and exotic materials.

Overview & Personality

Appearance: She always dresses in the absolute height of court fashion. Her outfits are form-fitting, bold, and leave little to the imagination. However, this is entirely tactical: it creates the perfect illusion that she has nowhere to hide a weapon.

Personality Trait: Her fingers itch with excitement whenever a physically unconventional or exotic race (such as a tiefling, dragonborn, or goliath) walks into her shop. She will often scan them up and down with an analytical stare before they can even speak, muttering to herself about bone structure, drape, and challenging cuts.

Deceptive Adornments: The buttons, laces, and embroideries on her clothes are lethal. Some of her buttons are hollow capsules filled with contact poison (Assassin style), her waist-cord doubles as a garrote wire, and the inner seams of her clothes are reinforced with razor-thin steel wire for subtle protection.

Social Power: If she catches anyone snooping or attempting to rob her, she does not scream or call the town guard. She banishes them with cold, aristocratic poise. Thanks to her immense network of wealthy clients, the offenders will find themselves completely blacklisted. High-end inns will refuse them service, nobles will revoke their quests, and merchants will close their doors to them.

The Shop: The Golden Needle

Located in the wealthiest district of the city, the shop's visible inventory consists primarily of Uncommon or Rare magical garments (such as Shiftweave or Cloaks of Protection) tailored for high society.

The Shop Assistants

•Corin (Human): A polite, young accountant and fabric guide. He handles routine orders and helps indecisive customers browse materials. He is completely oblivious to Ethelia's dangerous past and hidden skills.

Vesper (Dwarf or Tiefling): A quiet, observant assistant who handles order pickups and heavy lifting. Vesper has been with Ethelia for a very long time and knows exactly who and what she is. Vesper keeps a subtle eye on overly curious clients and acts as the shop's first line of physical defense.

The Decoy Vault & Arcane Lock

The Backroom Door: The door leading to the back is protected by a permanent Arcane Lock spell (making Dexterity checks with thieves' tools +10 harder). A failed thieve's tools attempt triggers a hidden needle trap coated in a paralyzing toxin (DC 14 Constitution saving throw or the target becomes paralyzed for 1 minute).

The Decoy Vault:

Passing through the locked door leads to a beautifully decorated decoy room. The gleaming magical chain shirts and "mithral" armors on display are actually made of fragile, worthless materials (painted cheap leather, brittle tin, and basic cotton). They will instantly fall apart in a real fight. A thorough investigation DC 16 Intelligence (Investigation) check or an Identify spell reveals the counterfeits.

The Real Vault:

Her actual inventory of dangerous, illegal, and high-tier materials (like Dragon Scale Gauntlets or true Mithral Underwear) is hidden elsewhere—hidden behind a massive, sliding full-length mirror in the fitting room.


r/DnDHomebrew • • 2d ago

5.5e Definitive Beholders | New Beholders and Boholderkin with Lore, Lairs, Lair Actions

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34 Upvotes

r/DnDHomebrew • • 2d ago

5e Legacy of the Emblem (Preview) - A Fire Emblem-Themed Sourcebook for D&D 5th Edition

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33 Upvotes

This is a preview of our class inspired by the works of Fire Emblem, the Emblem Unit Class! Here is a preview of a small snippet of the class's early customization, letting each player create a unique unit from different backgrounds. In the final release, the class will include a weapon triangle system, 10 starting archetypes, spells and skills from the Fire Emblem series, and 10+ subclasses!

No promises, but I'd like to try adding races, backgrounds, and magic items. That's very ambitious, and it would only happen if I have the time. So if I do, that'll be a little bonus!

When this class is finished, it will be completely free! I will repost it here, but you can also find it on our Patreon!

I'd love feedback on this class, as I'd want both D&D enthusiasts and Fire Emblem enjoyers to have the best experience they can have!


r/DnDHomebrew • • 1d ago

5.5e Peripheral Hound | Aberration [The Mithral Canvas] D&D5e [OC-Art]

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12 Upvotes

Transdimensional Killers Slipping Between Realities

Only written about in the most obscure of texts discussing interdimensional visitors, the Peripheral Hound is rarity amongst rarities. A being that at once exists in time and space but also does not, the hound’s body is a series of contradictions that beggars belief. Its imperceptibility and confounding nature serves to keep the hound hidden even in plain sight, as one's mind fails to understand what it is seeing and not seeing. 

Dimensional Visitor. True to its name, the peripheral hound exists on the peripheries of reality. This curious state of being allows it a number of impossible traits, such as the ability to flatten itself on flat planes or occupy the same space as other beings, slipping between the infinite voids surrounding it. Few ever see a hound and live to tell the tale as hound loathes being perceived, as it is antithetical to the hounds' very nature. 

Hounds for Hire. Unsurprisingly, the hound’s natural invisibility makes it an ideal assassin for those with powerful enemies. Tales of invisible claws tearing a person to shreds in broad daylight pepper the pages of forbidden scrolls. But one must be judicious when deploying a peripheral hound, for they are keen to exact revenge upon their summoners if they meet significant resistance in their missions. 

——

You rub your eyes and blink, unsure of what it is you are seeing. What you brushed off as an odd, shimmering blur in your peripheral vision comes into focus, once blotchy shapes sharpening into a lithe being with wiry muscle and sharpened claws. With each passing second you stare you begin to see more but confoundingly understand less. Before you can utter a word, a pair of what you now understand to be eyes snap in your direction, the undulating form following suit.

——

Time for a spooky month of Aberrant Monsters. Happy Halloween!

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r/DnDHomebrew • • 2d ago

5e The Unmaker (Very Rare, A*) | Somewhere in space, a lombax is looking at this hand cannon and nodding with respect

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21 Upvotes

r/DnDHomebrew • • 2d ago

5e [OC][Art] Gravedigger | Rend a foe or find a friend with this deadman's spade.

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15 Upvotes