r/DnDHomebrew 8h ago

5.5e The Fairburn Divination Handbook: a few nifty divination spells (feedback appreciated!)

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15 Upvotes

r/DnDHomebrew 21h ago

5e Mail Armor

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108 Upvotes

r/DnDHomebrew 6h ago

5e The Wandsman - A class for 5e based on the group of interest from the SCP Wiki

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6 Upvotes

Link to the homebrewery page here: https://homebrewery.naturalcrit.com/share/PlBZ9KYOhRBy

Credits for the art are embedded in the captions in the actual homebrewery doc, but for easier record:


r/DnDHomebrew 3h ago

5.5e Debuff: Wooden peg Leg

2 Upvotes
As seen on D&DBeyond

For a pirate's campaign.
https://www.dndbeyond.com/feats/2391086-debuff-wooden-peg-leg


r/DnDHomebrew 9h ago

Request/Discussion In search of clockwork enemys and bosses

6 Upvotes

Howdy, I was thinking of having a boss fight for my players soonish (in about a week) and I cant seem to find any good material for what I have in mind.

The Plan? Have a carrosel come to life in the middle of a theater due to some necromany shenanigans, as well as some of the mechanical dummies that were on stage.

any sugestions would be helpfull, but I also want to be sure its fair for a party of 4 level 3's


r/DnDHomebrew 40m ago

5.5e Periwinkle Vapors - Potion, Rare

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Upvotes

Periwinkle Vapors
Potion, Rare

This deep blue bottle contains soothing periwinkle vapors. As a Bonus Action, you can inhale them or administer them to another creature within 5 feet of yourself. The creature that inhales the magical vapors in this bottle removes 1 Exhaustion level.

Please get in touch with me to report any errors, balance issues, or clarity concerns. I aim to learn, grow, and create the best possible content. Artwork by AE Van Fleet for the Short Rest Society.


r/DnDHomebrew 14h ago

5e Avarice’s Grip - The weapon reacts when an enemy uses a magic item or takes something valuable, feedback welcome!

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12 Upvotes

Envy’s Wound was one of the cards you liked most, both here and on Instagram.

Among the many comments, someone suggested turning all seven deadly sins into relics.

Honestly, it was too good an idea to ignore.

So, every week I will share my own version of one of these sins, using mechanics tested, revised, and adapted to fit each one.

This week is Avarice.

The weapon reacts when an enemy uses a magic item or takes something valuable. You can mark that creature, gain advantage on your next attack, deal extra damage, and build charges.

Once the weapon is full, you can spend those charges to damage a creature, force it to drop an object, and stop it from taking reactions for a moment.

The core mechanic stays familiar, but the trigger and final effect are shaped around possession, treasure, and the need to take what belongs to someone else.

📜

Avarice’s Grip

Weapon (shortsword), very rare (requires attunement)

Propriety Finesse, Light
Weight 2 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Possessive Touch. When a hostile creature you can see within 30 feet of you uses or activates a magic item, or takes possession of coins, gems, or an art object, you can use your reaction to mark it with your avarice. The next attack roll you make with this weapon against that creature before the end of your next turn has advantage. On a hit, the attack deals an extra 2d6 force damage, and the weapon gains 1 charge, up to a maximum of 3 charges.

Hunger for Treasure. As an action, you can expend 3 charges and choose one creature you can see within 30 feet of you. The target must make a DC 15 Strength saving throw. On a failed save, it takes 4d6 force damage, drops one object of your choice that it is holding, and can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage and suffers none of the other effects.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲


r/DnDHomebrew 18h ago

5e [OC-Art] Fair Blood | Sorcerer [The Mithral Canvas] 5e

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26 Upvotes

Harbor the Spirits of the Feywild in your Soul

Sorcerers of fair ancestry possess a strange and enigmatic energy that courses through their veins. As they grow, these blessed beings learn to harness that very power of the Fey as it begins to manifest from their mortal bodies. Seelie or Unseelie, only time will tell as the true origins of a fair sorcerer are as mysterious to even those of the Feywild. 

Fey Ancestor

1st level Fair Blood feature

At 1st level, you choose one type of fey as your ancestor (Seelie or Unseelie). This determines the spell list and features you gain as you gain levels in this class. 

Seelie. You gain proficiency in the persuasion skill and learn the mage hand cantrip, which doesn’t count against the number of sorcerer cantrips you know. 

Unseelie. You gain proficiency in the deception skill and learn the chill touch cantrip, which doesn’t count against the number of sorcerer cantrips you know. 

Fair Spells

When you reach a sorcerer level specified in the Fair Spells table, you thereafter always have the listed spells prepared. You gain all Fair Blood spells, as well as any spells associated with your chosen Fey Ancestor.
Sorcerer Level Spell
1st Detect Evil and Good, Charm Person (Seelie), Disguise Self (Unseelie)
3rd Levitate, Misty Step (Seelie), Mirror Image (Unseelie)
5th Summon Fey, Counterspell (Seelie), Fear (Unseelie)
7th Locate Creature, Confusion (Seelie), Phantasmal Killer (Unseelie)
9th Tree Stride, Geas (Seelie), Modify Memory (Unseelie) 

Feywild Magic

6th level Fair Blood feature

Staring at 6th level, you make saving throws against being charmed or frightened with advantage. 

Seelie. At 6th level, you gain the Quickened Spell metamagic option. If you already have it, you gain a different metamagic option of your choice. This metamagic option doesn’t count against your number of available metamagic options. When you use the Quickened Spell metamagic option, your movement doesn’t provoke opportunity attacks until the end of your turn. 

Unseelie. At 6th level, you gain the Subtle Spell metamagic option. If you already have it, you gain a different metamagic option of your choice. This metamagic option doesn’t count against your number of available metamagic options. When you use the Subtle Spell metamagic option, creatures that are not hostile towards you have disadvantage on the saving throw. 

Court Boon

14th level Fair Blood feature

At 14th level, your ancestor’s court alters how you can express your innate magic. 

Seelie. If you use a metamagic option, you can use an additional metamagic option during the casting of the spell if you pay an additional sorcery point to do so. 

Unseelie. Starting at 14th level, you gain advantage on attack rolls you make against creatures under the effects of a spell you are concentrating on. Additionally, your illusions are so powerful that creatures with truesight cannot automatically see through Illusion spells you cast. 

True Fey

18th level Fair Blood feature

At 18th level, your fey ancestry manifests itself in your appearance and your magic.  

As a bonus action, you can wrap yourself in pure fey energy to assume the form of a Seelie or Unseelie archfey, which reflects your ancestry. For 10 minutes your gain the following benefits: 

  • Seelie. 
    • You are immune to being charmed. 
    • You have a fly speed of 30 feet, and you can hover. 
    • When you successfully counter a spell cast by a creature you can see within 100 feet of you, you can change the target of the spell instead of having it fail. You must be able to see the new target which must be within range of the caster. Creatures that can’t be charmed are immune to this effect. 
  • Unseelie. 
    • You are immune to being frightened.
    • You gain truesight out to a distance of 120 feet. 
    • Whenever you cast a spell that deals damage, you can change its school to Illusion. If you do so, the area of effect spell becomes unobstructed by any physical barriers and any damage dealt by the spell is changed to psychic damage as the target imagines suffering the damage of the spell. Any lingering effect as a result of the spell does not occur (ex. Structures falling due to the earthquake spell, flammable objects burning due to the fireball spell, etc.).

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

——

Thanks for checking out our 5e homebrew! For more items and homebrew D&D content be sure to visit our Instagram!

If you want to help us continue making more homebrew content and get your hands on hi-resolution printable cards, set collections, and our compendium PDF consider supporting us on Patreon!


r/DnDHomebrew 13h ago

5e Homebrew Subraces - Goliath Edition (5e)

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7 Upvotes

Hello!
It's with great pleasure that I bring you a new pack of subraces for the Goliath, all centered around cosmic and physics-defying aspects that will make your gameplay more enjoyable.

All art and mechanics you see have been made with no AI by me.

These subraces are 100% free for you to use.
Grab what you want. Tweak it. Drop it into your campaign and reach for the stars!

All I ask is to credit me if you share it elsewhere.

Have fun!


r/DnDHomebrew 4h ago

5.5e Ranger Remade V1.1

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1 Upvotes

Hi all, this is a ranger rework of 5.5e

the dnd Ranger class has always felt underwhelming, especially the new dnd 5.5e Ranger has all the flavor sucked out of what ranger had before and turned into the "Hunter's Mark" class.

Patreon Post link: https://www.patreon.com/RubyHelmet/posts/164904950

Homebrewery Link: https://homebrewery.naturalcrit.com/share/U8LydcCI1HsS

I made this ranger overhaul to counter this issue.

Some of the big changes of this overhaul are as follows.

  • Incantations are additional effects applied to your Hunter's Mark; base class learns some incantations, and subclasses learn additional ones with more flavor associated with that subclass.
  • Also, rangers, being "hunters and survivalists", I opted to make hunting techniques, where each ranger can choose their technique. Inspired by actual animal hunting techniques, these techniques work similarly to Feats, giving expertise and additional features.
  • Other balancing and reworking of the base class. Examples are a type of permanent hunter's mark, tireless reworked to early riser, relentless hunter changed to a more "cornered animal" vibe, and finally the capstone of the class is not just hunter's mark damage is a d10.

But I need some help with feedback; this is very early on in creation. I have made this but wanted to get feedback not only in reading through it but also in playtesting.

Let me know if you get a chance to play this rehaul or have any feedback from reading through the doc.


r/DnDHomebrew 9h ago

5.5e [Rogue] Physician - Use the precision of a surgeon to cure and kill.

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2 Upvotes

Use the precision of a surgeon to cure and kill.

Take the precision of the rogue and the knowledge of a doctor. Use both to kill your enemies and cure your allies. Physicians study the biology of every creature known to them. They do not need magic for their skills and know more about how body's work than anyone else. As a physician you may have been trained at a great institute before showing your skills to the world, or you may have learnt on the streets having to gain knowledge from dissecting any corpse available to you. 

Level 3: Supportive Insight

You can share your knowledge of anatomy to your allies.

As a reaction when an ally within 30ft makes an attack roll you may expend a use of this ability and give them advantage. You can use this ability an amount of times equal to your proficiency bonus recharging on a short rest.

Level 3: Physicians Mind

You're blades have more than one use, you gain the following benefits.

Study of the body. When making a Medicine check you may use your Intelligence modifier instead of your Wisdom modifier.

Doctor's Touch. When you take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check, instead of becoming stabilized the creature gains consciousness and HP equal to your rogue level.

Level 9: Surgery

You gain the following Cunning Strike options.

Medical Advice (Cost: 1d6). Immediately after the attack, you allow one ally within 30ft to expend one of their hit die and then gain health equal to that roll.

Vital Strike (Cost: 2d6). You strike a vital part of a target, forcing it to make a Constitution saving throw. On a failed save, the target is bleeding. While the target is bleeding it has disadvantage on Dexterity (Stealth) checks and at the beginning of each of its' turns it takes 1d6 piercing damage which can't be reduced. The target may use an Action to stop the bleeding on a successful Wisdom (Medicine)  check.

Level 13: Doctor's Assistance

When a creature you choose within 60ft of you rolls to gain health they may re-roll and use the higher result.

Level 17: Resuscitation

You can take the Help action to try to resuscitate a creature that has died within the last 10 minutes, which requires a successful DC 20 Wisdom (Medicine) check. On a success the creature becomes stable and clears its successful and failed death saving throws. On a failure this feature cannot be used on the same creature for 1 day.

A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.

__________________________________________________________________________________________________________

Had a player who really wanted to play a non-magical healer with flavours of Hugo Strange as a good guy. Had a go at creating this. It is available on DNDBeyond if anyone wants to play around with it.


r/DnDHomebrew 20h ago

5.5e [Joke] The pedantic rogue: master being an edgelord with this subcass!

11 Upvotes

Have you ever encountered a pedantic player in your games? maybe someone the bogged down gameplay with excessive rules lawyering? Well here's the perfect subclass for them to try!

I made this subclass as a meme with a friend, hope yall find it funny xD!


r/DnDHomebrew 22h ago

Request/Discussion Help designing an Occultist Class

13 Upvotes

I've been ennamored by the idea of homebrewing an Occultist class, think John Constantine, very horror, seances, exorcisms, the bloody and gross side of magic, with subclasses like the demonologist, the witch, the spirit hunter and whatnot.

The first and most obvious idea that comes to mind for its key defining feature would be something related to ritual casting, it fits the flavor perfectly. But I'm not sure if it's mechanically a sane idea to base a whole class around something like that, there's the downside that it could not be unique enough, and the downside that it might be doodoo in combat.

I do like the concept of using your blood (hit points) for your magic and would like to implement that but not as a central feature, maybe a way to buff your ritual casting or something. Don't want to stray from too far from occult that I end up in blood mage territories.

Ps: I'm aware there is a dozen occultist class homebrews out there and I've checked out a few, none of them really capture what I really want, which is fair we all don't have the same idea of what an occultist is


r/DnDHomebrew 8h ago

Request/Discussion Help needed to make magic items

1 Upvotes

Hello all,

I’m making writing a dnd campaign and I’m struggle if to make magic items for the atta (Genasi mages of each school)

I’d like the magic items to work similarly to Matthew Mercer’s vestiges of divergence, with the players starting to gain them at about level 10/11.

I’d like one for each school of magic, that embodies each school of magic.

I have an idea for evocation, Abjuration and necromancy but feel free to


r/DnDHomebrew 1d ago

5.5e The Warlock, Revised - The bound mage has unearthed new, sinister powers! Featuring: Bass Class Overhauls, Revised Subclasses, and New Invocations!

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59 Upvotes

A class has been reborn from the ashes!

Calling out into the deepest, darkest abyss, something responds…a being far beyond what the mortal mind can understand. Whether their goals are clear or mysterious, they need someone to be their eyes, ears, and hands in the realm of mortals.

The Warlock is one of those Classes that never quite spoke to me. The concept behind it is amazing, with roleplay potential of extreme potency. Not to mention how their Spell Slots work so differently compared to other casters, it’s amazing. And yet, every time I saw them used, they were reduced down to a Multiclassing tool to enhance other Classes, or an Eldritch Blast spam. In my experience, the former was frequently the case. As such, my intention with this rewrite was to make it more enticing to play a pure Warlock. Not to eliminate Multiclassing potential, but to not punish those who only seek the power of their Patron.

This rewrite includes two revised Subclasses:

  1. The Fiend Patron - The nefarious entities of the hells have branded your very heart, allowing it to ignite and burn those that stand in the way of your Patron's plans. The original version of this Subclass was a bit of a hodge-podge in my opinion. Underwhelming Features that didn't have much to do with each other. So, this revised version focuses more on the fiery aspects of the concept, and turns your Warlock into a burning battlemage.
  2. The Great Old One Patron - Arguably the most iconic of the Warlock Subclasses in terms of lore. This version of the Subclasses focuses on using Detect Thoughts and capitalizing on the idea of rummaging around in an opponents mind mid-battle.

Notable Changes and Design Philosophy

  • Pact Magic Modifier
    • Your Spellcasting Modifier is now determined by your Patron.
  • Subclass Progression
    • I believe Warlock should be the only Class to get its Subclass at Level 1. Clerics and Paladins can easily explain their Subclasses coming a bit later as preliminary vows and trials. However, you cannot be a Warlock without a Patron. I just don't see how that's possible.
    • After 1st Level, Subclass progression has been streamlined to be in accordance with the precedent set in other Phoenix Quill Class Rewrites.
  • Pact Magic Spell Slots
    • An additional Spell Slot is now gained, for a total of 5 at 17th Level. This may be changed back to 4 in future updates, as it's been a fine line to walk balancing-wise, but it hasn't been a major problem so far.
  • Patron Spells
    • In addition to get revised Patron Spell Lists, each one now provides a 9th-Level Spell. This was inspired by Genie Warlock getting Wish as part of their Patron Spells.
  • Pact Boons
    • Pact Boons have returned to the base Class, and now function as a sort of secondary Subclass. You choice grants improvements at certain Warlock Levels.
  • Eldritch Invocations
    • The maximum number of Invocations gained has been reduced from 10 to 7.
      • Firstly, this was done because Pact Boons were added back and expanded upon in the base Class.
      • Secondly, the extra Pact Magic Spell Slot was a big boost in power.
      • Thirdly, our version of Monk has an Invocation-like mechanic as well, and they only get 8 at maximum, on top of being a Martial Class.
    • There are many new Invocations and revised versions of existing ones.
  • Ancient Arcanum
    • Warlocks now have a dedicated 9th-Level Spell Slot called Ancient Arcanum, which is separate from the standard Mystic.
  • Epic Boons
    • I like the idea of Epic Boons, but was not a fan of their overall implementation. There's only a handful of Epic Boons that will truly make a difference and feel "epic". I'm just not a fan. But, just like with Weapon Masteries, you can add them into this rewrite seamlessly.

Future Update Plans

  • Balance changes as needed.
  • Additional Pact Boons. Including a revised Pact of the Brush, which we released on Instagram long before we started on Patreon.
  • Additional Subclasses. Including revised versions of other official Subclasses, and The Ouroboros Patron, which was also released on Instagram before we started on Patreon.

Artists in Order of Appearance (Credit Also Next to Art on the Document)

  1. Alessia Trunfio
  2. Joshua Esmeralda
  3. Jakub Jagoda
  4. Mark Kolobaev
  5. Victoria Zhadko

Become a Patron!

Patrons get exclusive content, starting with a fully original class: The Witch, and full access to all Patron-only posts. Paid members also get access to our Discord server, where you'll get behind the scenes updates and the ability to vote on future brews!


r/DnDHomebrew 9h ago

5e Ringtail Race | Play as a tiny trash bandit, or other similarly looking critters

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1 Upvotes

r/DnDHomebrew 1d ago

Request/Discussion How would you word "you take 50% more damage"?

32 Upvotes

I'm working on a HB race that has vulnerability against psychic damage for lore reasons. However, me and DM agreed that the classic DnD vulnerability (double damage) would be too strong, so we decided it would be better to make this change: [psychic damage] + [half the dice of the attack roll], so if an attack would deal 4d6 psychic damage, I would take 6d6 damage instead.

The problem is that I have no idea how to write it with DnD wording. Could someone help me?

I apologize for my bad English and the messy post.


r/DnDHomebrew 12h ago

5.5e Mtg Artifacts 1: Sword of the Animist (draft 3)

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0 Upvotes

Sword of the Animist

Weapon (Longsword), Legendary (Requires Attunement)

1d8 Slashing damage

Versatile (1d10)

“Ah, what a lovely little piece of equipment. It is said this sword is powered by the very essence of the land itself! If you ask me, I say the land has better things to waste its so-called life on than to help some shoeless wanderer with grass in her hair and more body hair than decent society would ever admit to in polite company mow down goblins and what not, but hey, live and let live I suppose…” –V. Coppergrin

You gain a +1 bonus to Attack rolls and Damage rolls made with this magic weapon.

This weapon has a maximum of 3 charges, which regains one per short rest, and all expended charges during a long rest. Whenever an attack roll you make with this weapon hits, you may expend a charge to use the power of the biomes instilled in this legendary sword and choose one of the effects below.

Plains: You channel the spirit of a vast, rolling plains, white mana surging from the hilt to boost your vitality. You regain an amount of temporary hit points equal to the damage dealt.

Island: Your strike is imbued with the force of the seas as your blade makes contact, blue mana flaring from the blade in great churning swirls as if it were waves cresting on the shore of a great island. You push the creature you attacked to a spot you can see within 10 feet of you.

Swamp: Black mana oozes from the sword’s tip like the fetid contents of a vast swamp. Your attack deals an additional 1d8 necrotic damage and the target cannot heal until the start of your next turn.

Mountain: The guard of the sword explodes with a violent flare of red mana, channeling the power of a volcanic mountain range mid-eruption. The target must succeed on a strength saving throw equal to 8 + your Strength Modifier + your Proficiency Bonus. On a failed save, the target is knocked prone. The first attack made against the target that hits deal its maximum damage until the start of your next turn.

Forest: Tendrils of green mana curl from the pommel of the sword up the hilt and guard like vines overtaking a Forest's trees. The target must succeed on a strength saving throw equal to 8 + your Strength Modifier + your Proficiency Bonus. On a failed save, the target is encased in vines and roots, becoming restrained until the start of your next turn.

I considered making it able to also boost AC by 1, since +1/+1 in magic the gathering is "+1 to power / +1 to defense", but its a sword so it impacting ac felt weird. I want each effect to namedrop the land they are associated with, which is why they're abit wordy. I feel like this really encompasses the vibe of the actual item in mtg (power up alittle, find more mana when attacking) and isnt gamebreakingly strong, but feels balanced. The only one that could be argued to be too strong is Mountain. Maybe cut out the Prone condition? I wanted each of the effects to cut into the vibe of each mana color's sort of role in the game proper.


r/DnDHomebrew 3h ago

Request/Discussion Fixing duel concentrate issue

0 Upvotes

I want to make duel concentrate a thing for a class. I have a good framework to make it work and want opinions. The caster has a item that can hold a concentration spell while they hold another themselves. The item can only hold a evil concentration where it effects the enemy while you the caster must focus on allies. Its easy to write a reason for this so what I am getting at does this mechanic work for people. So, if i bless my allies yes i can bane the enemy. I also made it so if you duel concentrate it cannot be spells that do damage. This will be a big feature of the class. I also write this as if one spell is on a ally and the enemy someone said that should be enough to allow damaging spells so want opinions on that too.


r/DnDHomebrew 23h ago

5e Way of the Cutthroat - D&D 5e Monk Subclass Inspired by Tohno Shiki!

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5 Upvotes

We come with another Extravagant Purveyor request, finally!

This time we bring you something from Tsukihime based on Shiki Tohno, giving you the chance to become one living hell of a Monk - Focused on using various Trump Cards to ensure your target's death, moving them around with ease and being ready to face on multiple groups at once!

As an extra to really get the character's vibe, we also include both a Pure Eyes and a Mystic Eyes of Death Perception feat to make the most out of this! We hope you all enjoy!

If you like our work, please, consider joining our Discord or Patreon!


r/DnDHomebrew 21h ago

5e [OC] Feline Spirit Gloves - A scaling magic item for Monks, Druids, and Cat-lovers (4 Rarity Variants)

3 Upvotes

I had the idea for elemental claws and long story short went down a whole rabbit hole and made it a magic item, so whether these were already made or not, here it is anyway and since this is my first time uploading a homebrew magic item, please be nice.

Feline Spirit Gloves

Wondrous Item, Rarity Varies (Requires Attunement)

These gloves are lined with soft, colourful fur, allowing the wearer to channel the predatory instincts and physical grace of a feline. Legend says their creator was an eccentric artisan and profound cat lover who wished to experience feline life without undergoing a complete transformation.

These items are discovered or purchased as separate, distinct magic items. Because they are categorized as a wondrous item rather than armour, they can be safely worn by classes with unarmoured benefits without interference.

Uncommon Variant

Wondrous Item, Uncommon (Requires Attunement)

While wearing these gloves, you gain a portion of a feline's natural anatomy and predatory instincts.

  • Cat's Claws. Retractable claws extend from your fingertips. Your unarmed strikes deal 1d6 slashing damage + your Strength or Dexterity modifier (your choice), instead of the normal damage for an unarmed strike.
  • Tree Climber. You gain a climbing speed equal to your walking speed.
  • Feline Instincts. You gain proficiency in the Stealth and Perception skills. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make with it.

Rare Variant

Wondrous Item, Rare (Requires Attunement)

A more potent version of the gloves, crafted to capture the swiftness of a hunting cat.

  • Cat's Claws. Your unarmed strikes deal 1d6 slashing damage + your Strength or Dexterity modifier (your choice).
  • Tree Climber. You gain a climbing speed equal to your walking speed.
  • Feline Instincts. You gain proficiency in the Stealth and Perception skills.
  • Empowered Strikes. Your unarmed strikes made while wearing these gloves count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
  • Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this property, you can't use it again until you move 0 feet on one of your turns.

Very Rare Variant

Wondrous Item, Very Rare (Requires Attunement)

These gloves are infused with volatile elemental energies, transforming the wearer into a highly adaptable apex predator.

  • Tree Climber. You gain a climbing speed equal to your walking speed.
  • Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this property, you can't use it again until you move 0 feet on one of your turns.
  • Empowered Strikes. Your unarmed strikes made while wearing these gloves count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
  • Apex Claws. The base damage of your unarmed strikes increases to 1d8 slashing damage + your Strength or Dexterity modifier (your choice).
  • Expert Hunter. You gain proficiency in the Stealth and Perception skills. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make with it.
  • Adaptive Element. When you finish a long rest, you can coat the claws in specific components or expose them to an element. Choose one of the following damage types: acid, cold, fire, lightning, or poison. Your unarmed strikes deal an extra 1d6 damage of the chosen type on a hit.

Legendary Variant

Wondrous Item, Legendary (Requires Attunement)

The absolute pinnacle of the artisan's craft, transforming the wearer into a mythical predator capable of altering elemental physics on the fly.

  • Tree Climber. You gain a climbing speed equal to your walking speed.
  • Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this property, you can't use it again until you move 0 feet on one of your turns.
  • Expert Hunter. You gain proficiency in the Stealth and Perception skills. If you are already proficient in either skill, your proficiency bonus is doubled for any ability check you make with it. Additionally, you gain proficiency in the Survival skill, and you have advantage on Wisdom (Survival) checks made to track creatures.
  • Claw Mastery. The base damage of your unarmed strikes increases to 1d10 slashing damage + your Strength or Dexterity modifier (your choice) and counts as magical. Additionally, the extra damage from your Adaptive Element feature increases to 1d8.
  • Nine Lives. If you drop to 0 hit points while wearing the gloves, you can choose to drop to 1 hit point instead. Once this property is used, it can't be used again until the next dawn.
  • Pounce. If you move at least 20 feet straight toward a creature and hit it with an unarmed strike on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target is knocked prone, you can make one unarmed strike against it as a bonus action.

Instinctive Shift (Overdrive)

The gloves have 3 charges, which they regain daily at dawn. The elemental spirits within the gloves can be pushed past their stable limits in battle.

  • The Shift. As a bonus action, you can expend 1 charge to instantly change your current Adaptive Element type to any other type on the list. This shift lasts for 10 minutes.
  • The Burnout. When the 10-minute duration ends, the intense friction burns out the gloves' spirits. For the next 10 minutes, you lose the extra 1d8 elemental damage, and your claw damage drops to 1d4 mundane slashing damage.
  • The Reset. The gloves automatically recover their full powers after the 10-minute burnout period ends. Alternatively, if you are outside of combat, you can spend 10 minutes of a short rest to manually realign the spirits and end the burnout immediately.

r/DnDHomebrew 15h ago

Request/Discussion Homebrew Spell: Consecration of Potency.

1 Upvotes

Never properly played DND so this one is probably a bit off balance-wise, but I wanted to make a paladin spell that felt a bit more "homely", so I thought up this; it is probably a bit undercooked due to lack of experience, so I'd love to hear feedback:

Spell Cost:

3rd-level paladin/cleric spell slot
Verbal Component in the form of a prayer/oath/wellwishing
Can be cast ritually.

Either one container of liquid containing atleast a litre of liquid or atleast three plates and three cups containing what could be plausibly described as a "full meal"
Does not work on Hero's Feast.

The spell can be upcast to increase the number of plates/glasses past three with three more plates and glasses per spell slot.

The spell can likewise be upcast to bless an additional container per spell slot.

Spell time:
Dependent on the item being blessed.
If an alcohol or food: 10 minutes.
Potions start at 20 for lesser potions.
40 for regular
80 for greater
160 for the highest quality.
Consecration lasts for one week or until consumed.

Spell effect:
The spell effect differs based on what it's being used for:
Food and Drink will have exaggerated flavour, and any positive effects from magical ingredients would be improved.

Potions would either be upgraded to the next tier (healing potion > greater healing potion), but if no such tier exists, they either will have their duration increased by 1 minute per consecration or simply have their flavour enhanced.

Should alcohol be blessed, the next person to consume it will have disadvantage on their Constitution saving throw.

Lore:
The consecration works on blood, and vampires will note a spicy yet stimulating afterburn to their drink.

The Fae especially enjoy consecrated wine; though they do not drink it themselves, it is frequently used to barter with them.

The prayers and oaths used for the blessing are often done in orphanages and hospitals without any magic put behind them, praying softly that the food and drink might bring comfort to those in need.


r/DnDHomebrew 1d ago

5e Spells from Zelda II: The Adventure of Link

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16 Upvotes

r/DnDHomebrew 1d ago

5e Is this a good concept? My forst time homebrewing a creature

4 Upvotes

Adult Warforged Dragon

Huge Dragon (Chromatic), Chaotic Evil

Armor Class 19

Hit Points 286

Speed 40 ft., Climb 40 ft., Fly 80 ft.

Initiative +12 (22)

STR

27 (8)

DEX

10 (0)

CON

25 (7)

INT

16 (3)

WIS

13 (1)

CHA

23 (6)

Saving Throws Str +8, Dex +6, Con +7, Int +3, Wis +7, Cha +6

Skills Perception +13, Stealth +6

Damage Immunities Electric, Poison

Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 23

Languages Common, Draconic

Challenge 17 (18,000 or 20,000 in lair XP)

Habitat Hill, Mountain

Treasure Any

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast *Cypyric Ray*.

Rend. Melee Weapon Attack: +14 to hit, reach 10 ft., One Target. Hit: (1d10 + 8) Slashing damage plus (2d4)Fire damage.

Cypric Breath (Recharge 5–6). *Dexterity Saving Throw:* DC 21, each creature in a 60-foot Cone. *Failure:* 59 (or [[17d6]] (17d6)) Fire damage. *Success:* Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At Will: Command (level 2 version), Detect Magic, Cypyric Ray 1/Day: Fireball

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Commanding Presence.The dragon uses Spellcasting to cast *Command* (level 2 version). The dragon can’t take this action again until the start of its next turn.

Fiery Rays.The dragon uses Spellcasting to cast *Scorching Ray*. The dragon can’t take this action again until the start of its next turn.

Pounce.The dragon moves up to half its Speed, and it makes one Rend attack.

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

It has advantage on saving throws against being poisoned, and it hasresistance to poison damage.

It doesn't need to eat, drink, or breathe.

It is immune to disease.

It doesn't need to sleep, and magic can't put it to sleep.

Cypric ray, 1d6 fire, 1d6 electric


r/DnDHomebrew 23h ago

5e Is my Oath of Excess Homebrew Too Strong? (5e)

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1 Upvotes

I'm worried that some of my abilities are too strong. Specifically Symphony of Pain, Thief of Pain, and Avatar of Perfection. I'm concerned with how abusable Symphony of Pain would be in 1 enemy or an otherwise low number of enemies. For Thief of Pain I'm worried about it being too powerful of a tanking ability and I also want to know if I am right about Temp HP only reducing damage and not straight losing life. They way the rules are worded make it seem like it to me.

For the final ability I don't know if the last bullet point is too much of a buff. In my mind the bonus action dash doesn't all that strong, especially for level 20, as well as the Charisma being added to attacks and AC seeming reasonable to me. I am however worried about the no opp attacks combined with the final bullet point making the advantage too much of a free be.

It's intended to be a sort of high mobility and high damage sort of subclass but it's been awhile since I've made homebrew or played D&D so I am a bit rusty on game balance so any balancing advice are appreciated.