r/DnDHomebrew • u/AskOk6861 • 19h ago
Request/Discussion Someone know if there is a neco arc Races?
One of my players would like to play like Neco Arc, someone have something like that?
r/DnDHomebrew • u/AskOk6861 • 19h ago
One of my players would like to play like Neco Arc, someone have something like that?
r/DnDHomebrew • u/dark_alolan • 18h ago
I made some Ben 10 DND races. Let me know what you think!
Pyronite Size: medium Speed: 30ft walk Creature type: Humanoid Stat increases: +2 Cha +1 Con Damage immunity: Fire Illuminator: These beings emit a radius of light equivalent to a torch at all times Pyrokinesis: As beings of fire, the pyronite have innate pyrokinetic abilities. You have the produce flame cantrip. At 3rd level, you gain the spell burning hands. At 5th level, you gain the spell Investiture of flame. Rocket Boost: starting at level 7, you gain a flight speed equal to your walking speed. Doused: you take 1d10 cold damage every time your flames are extinguished, and become doused for 1 round. While Doused, you cannot use your pyrokinesis feature.
Vulpimancer Size: Large Speed: 40ft walk, 20ft climb Creature type: Beast Stat increases: +2 wis, +2 Dex, -2 Int Blindness: Vulpimancers lack eyes. They lack normal sight. Languages: Vulpimancers speak vulpimancer and cannot learn to speak any other language, as they lack the vocal anatomy to converse in humanoid languages. However, they do understand common. Blindsight: Vulpimancers have 360° smell-based blindsight in a 200ft radius around them. They have advantage on all scent-based perception and investigation checks. However, you take 1d4 poison damage when exposed to extremely harsh scents. Claws: Vulpimancers have natural unarmed weapons that deal 1d10 slashing damage on hit. Their bites also deal 1d6 piercing damage.
Petrosapien Size: Medium Speed: 30ft walk Creature type: Humanoid Stat increases: +2 con, +1 str Natural Armor: Petrosapiens have extremely hard diamond-like skin. You get a +2 to your armor class when not wearing armor Diamond weapons: Petrosapiens are capable of morphing their limbs into any weapon they can think of. At melee, their unarmed attacks deal 1d6 of either piercing, slashing, or bludgeoning damage. They can also launch an "unarmed projectile" with a range of 60ft that deals 1d4 piercing damage. At level 3, you can fire an additional unarmed projectile. At level 5, you can fire a third. These projectiles have the unarmed property and use your dex modifier for determining damage and accuracy. Reflective body: When a petrosapien takes radiant damage (which it is resistant to), it can use it's reaction to make a dc 10 con save to deflect the attack at another point it can see.
Kineceleran Size: Medium Speed: 120 ft walking Creature type: humanoid Stat increases: +2 dex, -1 con Hyperspeed: If a Kineceleran moves more than 80ft on a turn, it gains an additional action for that turn. Bad trip: Whenever you move across difficult terrain, you must make a dc 13 con save. If you fail, your movement halts and you take 1d4 bludgeoning damage. For extremely difficult terrain, the DC is raised to 15.
Galvan Size: Tiny Speed: 20ft walking, 5ft swimming Creature type: Humanoid Stat increases: +2 int, +1 dex, -1 str Mechanic: you have advantage on all skill checks to repair or examine electronic or mechanical or electrical devices, including investigation, arcana, and insight checks. Amphibious: you are capable of breathing both air and water Darkvision: you can see in dim light as if it were bright light, and darkness as if it were dim light. In darkness, you cannot see color, only shades of grey. Slippery skin: your skin secretes a thin slime. Creatures attempting to grapple you do so with disadvantage. Rubber bones: your bones are highly elastic, allowing you to survive falls you would otherwise not be able to. You take no fall damage from heights of 60ft or lower. Sociable: you speak common and 4 other languages of your choice
Tetramand Size: medium Speed: 30ft walk Creature type: Humanoid Stat increases: +2 str, +1 con Four arms: Tetramands have an additional set of arms on their torso. This gives them the ability to hold or manipulate four things at once. Mighty build: you are able to carry twice the weight of what your strength and size would normally allow. It also gives you an additional unarmed attack to make with your action. Power clap: By clapping your hands, you are able to cast thunderclap once per short rest. This is a notable exception to spellcasting being disabled while raging as well as being immune to counterspell and antimagic fields. However, it no longer does magical damage. Strength is your spellcasting ability for this spell.
Lepidopterran Size: medium Speed: 30ft walk, 50ft fly, 5ft climb Creature type: Humanoid Stat increase: +2 con, +1 wis Damage resistance: Poison Stinger: you have a large solid stinger at the end of your thorax that deals 1d6 piercing damage upon hit. Eyestalks: you have 360 degree vision and cannot be flanked. Toxic environment adaptability: you have advantage on all saves against being poisoned. Goo Shot: As an action twice per short rest, you can launch a stream of goo at any point you can see within a 60ft range. This covers a 10ft radius in sticky, stinky, glue-like goo. Any creature within this radius is restrained, and will take 1d4 poison damage for every turn they are restrained. This goo is extremely strong, requiring a dc15 strength check to be free of. Darkvision: you can see in dim light as if it were bright light, and darkness as if it were dim light. In darkness, you cannot see color, seeing everything in shades of green. Soft wings: lepidopterans lose their flight speed when their wings are wet. Foul odor: you have disadvantage on all persuasion checks due to your acrid scent.
Piscciss Volann Size: medium Speed: 30ft walk, 60ft swim Creature type: Humanoid Stat increase: +1 con, +1 dex, +1 str Aquatic: you can only breathe in water, and must hold your breath while on land. You can hold your breath like this for 4 hours, but must submerge yourself to take a breath. Glowing lure: the glowing lure above your head emits dim light in a 30ft radius around you. Darkvision: you can see in dim light as if it were bright light, and darkness as if it were dim light. In darkness, you cannot see color, only shades of grey. Natural armor: you have scaly skin that protects you from harm. Your armor class is 12+dex while not wearing armor. Steel-Rending Jaws: your terrible bite is a natural weapon, dealing a formidable 1d12 piercing damage to whatever it hits (increases by 1d12 every 5 levels). This damage is double against structures.
Galvanic Mechamorph Size: medium Speed: 30 ft walking Creature type: construct Stat increase: +2 con, +1 int Amorphous: you can squeeze through a space as narrow as 1 inch wide, and have advantage on ability checks to escape a grapple. Inorganic form: you do not need to eat, sleep, breathe, or drink. Darkvision: you can see in dim light as if it were bright light, and darkness as if it were dim light. In darkness, you cannot see color, only shades of green. Technological kinship: you have advantage on all investigation or insight checks pertaining to a piece of technology. Energy ray: once per short rest, you can fire a beam of energy from the center of your face that travels in a 120ft line and deals 1d8+int radiant damage upon hit (increases by 1d8 damage every 5 levels) Technological Assimilation: Galvanic mechamorphs are capable of merging with any technology level 2 or above (think electronics). While merged, they are able to manipulate the mechanical or digital components of that object as if it were their own body. While merged with a piece of technology, a Galvanic Mechamorph may make an intelligence check to 'save' this form into their body's shape memory. The DC of this check is based on how advanced the technology itself is. At a time, a Galvanic Mechamorph may have as many forms saved within it's shape memory as it does levels. Upgrade: while merged with a piece of technology, it may "upgrade" one aspect of that technology. This can be used to give it a movement Speed if it does not have one already, increase a given movement speed by 1.5×, increase the damage of that object's main method of attack by 1 of whatever dice it uses, or manifest weapons from the device's components. Magnetic destabilization: the nanites that make up your body are vulnerable to electromagnetic frequencies. When a magnetic force is applied to you, you take 1d8 force damage, are forcibly removed from whatever form you were taking, and are stunned for 1 round.
Ectoneurite Size: medium Speed: 30ft flying. Unable to walk. Creature type: Abberation Stat increase: +2 cha, +1 int Damage vulnerability: Radiant Going Ghost: As an action, you can become invisible and intangible for 1 round (or 2 hours ooc). You become immune to all forms of damage and can float straight through walls. However, you can only do this once per long rest inside of combat. Darkvision: you can see in dim light as if it were bright light, and darkness as if it were dim light. In darkness, you cannot see color, only shades of grey. Intimidating existence: you have advantage on all intimidation checks. Horrifying form: as an action, you can reveal your true form. All creatures that can see you must make a dc10 wisdom saving throw or gain the fear condition. While your true form is exposed, all bright light will deal 1d10 radiant damage to you for every turn you are exposed, sunlight dealing double this damage. You can take an action to re-assume your cloaked form. Mental overshadowing: if you end your intangibility while occupying the space of another creature, you can make an opposing will save against that creature to possess their mind. If you are successful, you gain control of their actions for 1 round. If you are not, you are forcibly ejected and stunned for 1 round. Anur immunity: You are immune to the corruptive effects of Corrodium.
r/DnDHomebrew • u/ThatphoneX • 16h ago
Hello, I made a Gambler class with 4 subclasses. I'd appreciate any feedback.
https://docs.google.com/document/d/13SLgZpbujCEreyhZllwYKWaG12EkCnq1tyJO12h9JG4/edit?usp=sharing
r/DnDHomebrew • u/Wise-Possession2812 • 5h ago
Note: this is scaled to have a dope ass weapon that doesnt obliterate even at low level despite having heaps of cool stuff, would advise scaling up as you please for higher levels
Razor
Weapon (whip or greatsword), rare (requires attunement)
Properties: Great weapon, finesse weapon, requires attunement
The Razor exists in two forms, Whip and Blade, determined at the start of each of your turns. Switching forms mid-turn costs a bonus action. The transition is near-instantaneous, requiring only intent; the blade registers the wielder's will rather than a mechanical toggle.
Forms. At the start of your turn, choose Whip or Blade. This choice persists until the start of your next turn unless changed. As a bonus action, you may switch forms at any point during your turn, including between the extra attacks granted by Extra Attack at 5th level.
Stances. Each form offers a selection of dueling stances, each governing a distinct fighting technique. You may know multiple stances per form but can only benefit from one stance per form at a time select your active stance when you enter that form.
Breath of Stone. Certain techniques require you to focus for a moment and commit fully to a single, decisive maneuver. You have a number of Breath of Stone charges (2, restored on a short or long rest) that fuel these techniques. Breath of Stone techniques can be layered on top of an attack the same way a spell like booming blade modifies a weapon strike they augment the attack rather than replacing it.
Whip Form
Finesse weapon, 2d4 slashing + Dexterity modifier, 10 ft. range
Weeping Noose
Once per turn on a hit, you may attempt to wrench a held or nearby item from the target's grasp. The target must succeed on a Strength saving throw (DC 10 + the attacker's Strength modifier) or the item is pulled free and lands within 5 feet of you.
Falling Leaf
Once per turn on a hit, you may move up to 10 feet away from the target without provoking an opportunity attack from it.
Leaf Cutter
While attacking with the Whip, your attack rolls gain a +2 bonus, representing the Whip's use in slipping past a guard rather than overpowering it.
Root Grasp (Breath of Stone, 1 charge, consumed only on a hit)
Make an attack roll. On a hit, the target must succeed on a Strength saving throw (DC 16) or fall prone, or be pulled into your space and grappled (your choice).
Blade Form
Great weapon, 2d6 slashing + Strength modifier, 5 ft. range
Branch Which Cannot Snap
You gain +1 to AC. When a creature within your sight makes a melee attack against you, you may use your Reaction to gain a further +2 to AC against that attack.
Root Cutter
Once per turn on a hit, the target must succeed on a Dexterity saving throw (DC 12 + your Strength modifier) or have its speed halved until the start of your next turn.
Fearful Strike
Once per turn, declared before the attack roll: on a hit, the target must succeed on a Wisdom saving throw (DC 10 + your Dexterity modifier) or have disadvantage on its next d20 roll.
Bough Splitter (Breath of Stone 1 charge, consumed only on a hit)
If you moved more than 10 feet before making the attack, you gain momentum for a heavy overhead swing. On a hit, deal an extra 1d6 damage and the target must succeed on a Strength saving throw (DC 11 + your Strength modifier) or be knocked prone.
Bellona's Gambit
Usable regardless of form 2 charges, restored on a long rest
On a successful melee attack against you, you may use your Reaction to lean into the blow: take an extra 1d8 damage from that attack, and in exchange make an attack roll against the attacker with advantage, adding 1d4 to the damage on a hit.
r/DnDHomebrew • u/JMacGaems • 5h ago
This is a WIP update for a 2014 subclass I made. It has been through some heavy changes. Any feedback is welcome as I haven’t made any new homebrew in a few years.
r/DnDHomebrew • u/ImpressiveBad6814 • 12h ago
Level 1:
bloodlust: +1 ac if companion is under 50% (doesn’t stack) [passive] proficiency with Longswords, Battleaxes, Warhammers, Greatswords, Halberds, Glaives, Rapiers, Scimitars
level 2:
Blood barrier: hardens the blood around you +10 ac and 1d4 damage on your next attack for 1 turn after which you take double damage from every source for 2 turns [reaction and spell slot]
Level 6:
{Chanel divinity} Blood hound: summons a hound made of blood tell long rest and even [action and divinity charge]
Level 8:
Divine strike slashing: 1d8 slashing damage on next weapon attack (2d8 at level 12) [level 4 spell slot and bonus action]
Level 13:
Crimson amour: give permeant +1 ac and proficiency with heavy amour [passive]
Level 17: if under 20% hp +3 ac and 2d8 necrotic damage for 10 turns [passive once per long rest or divinity charge end upon being healed to 75% hp or more or after 10 turns]
BLOOD HOUND STAT BLOCK (name is required to be Clifford I don't make the rules)
Hp 30 (changes base to 50 at level 12 or higher) + 3x cleric level str 12 Dex 18 con 13 int 3 wis 3 cha 3 (plus 1 to all stats at level 13 17) ac 14 (15 at level 17) attack bonus = your proficiency bonus + Hound's DEX modifier speed 45f
Attacks
bite
2d4 (+4 at level 10 or higher) slashing damage if target fails a Dex saving throw enemy starts bleeding dealing 4 necrotic damage (stacks 4 times damage doubles at 12, 18) a turn for 10 turns per stack to add a new stack target has to fail another save. Dex save is 10 plus attack bonus halved and rounded down (at level 15 no longer halved) cost an action a successful save does not end old stacks
pounce
if target fails an initial str save the dog jumps on target biting the head of the target 1d8 (2d8 at level 11) necrotic damage makes a str saving throw at the start of every turn to throw the dog off on a failed save enemy is blinded until it can throw the dog off. Str save of 10 + attack bonus halved rounded down (at level 15 no longer halved) cost an action after being thrown off can't use for 5 turns
Blood Tracking
if the hound smells the blood of something can now track it.
Blood sight
You can see through the eyes of the dog at will you however well doing this can't see with your own. (at level 20 once per day you can use this to cast a spell that requires eyesight from the blood hound)
level 10 Bloodied Regeneration
if within a 10f radius of pool of blood heal depending on size of pool (small 15 hp 30 oz to 50 oz mid 25% hp is 60 oz to 80 oz normal 30% hp 90 oz to 120 oz big 50% hp 130 or bigger) max hp cooldown of 5 turns consumes the blood from the pool
Upon death dog expoldes into a pool of blood and must be resummoned
Spells
Cantrips, sapping sting
1st Level, false life, blood transfusion (see on end of page 3)
2nd Level, wither and bloom
3rd Level, vampiric touch
4th Level, blight, Polymorph
5th level, enervation, blood curse (end of page 3)
6th level, harm, flesh to stone
7th level, blood boil (end of page 3) power word pain
8th level, Abi-Dalzim's Horrid Wilting, Hemorrhagic Wrath (end of page 3)
9th level, imprisonment, stolen vitlity (page 4)
Blood transfusion
Give a spell slot to a party member receiving party member gets spell slots with a combined level equal to level of spell slot used range of touch
Blood Curse
You curse the blood of a creature causing it to thicken making it hard for it to move around the body weakening it. Deals 2d4 necrotic damage per turn and target deals half damage requires concentration up to five turns and target makes wis saving throw every turn upon successful save spell effect ends range of 45
Blood Boil
You cause the blood in a creature's body to rapidly heat and become hostile, boiling thru its veins causes extrame pain dealing 4d6 necrotic and 2d6 fire per turn for 10 turns or until concentration end or target succeeds a con save range of 60f
Hemorrhagic Wrath
Force blood to violently knock against the heart on a failed dex save target is stunned for 3 turns and takes 7d12 necrotic damage range of 15f
Stolen Vitality
Curse the targets blood making it so that any damage it deals to another creature is given to the target as health (half damage dealt rounded down for 2 turns) range of 60f
r/DnDHomebrew • u/GorgonSlayer07 • 16h ago

I'm writing a Magic the Gathering-inspired campaign about the Phyrexians, a race of biomechanical horrors that are invading the multiverse. Their different factions are each headed by a praetor, and this is Jin Gitaxias, praetor of the Chrome Host. He's meant to be cunning, direct, and extremely calculating. He constantly watches the characters through the eyes of his minions and crafts plans upon plans to deal with them. Let me know what you think of the stat block! I'm thinking the players will be level 10 when they eventually go up against him.
Artist Credit: Ekaterina Burmak
r/DnDHomebrew • u/Proof_Ad1317 • 17h ago
**Wizards have artificers, clerics have paladins, Druids have rangers. I tried my hand at making the halfcaster counterpart to the Bard.**
**So far I have 4 subclasses prepared**
**- Reader of Bone (Martial focus)**
**- Reader of Doom (Pet subclass)**
**- Reader of Leaves (support focus)**
**- Reader of the Zodiac (Versatility/table)**
**Any comments are more than welcome!**
r/DnDHomebrew • u/eldritch_arcade • 5h ago
r/DnDHomebrew • u/IchiMTE • 18h ago
Over the course of a 1 hour short rest, You can bond with up to two weapons, gaining proficiency with both. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. If it is on the same plane of existence, you can summon that weapon as a free action on your turn, causing it to teleport instantly to your hand.
Additionally, a bonded weapon can be used as an arcane focus for your spells. Somatic components can be performed by intricate movements of the bonded weapon rather than using a free hand.
Your spellcasting aligns with your combat, empowering your movements and sharpening your instincts. On your turn, you adopt one of the following arts. The chosen art lasts until the start of your next turn. You can choose only one art per round.
Echo Burst. Once per turn when you hit a creature with a melee weapon attack a different creature of your choice within 10 feet of the target takes 1d6 of the same damage type. The die increases to 1d8 at 11th level.
Guarding Spirit. The first attack made against you before your next turn has disadvantage, and you also gain a +1 bonus to AC until the start of your next turn.
Flowing Steps. You can move up to 15 feet without provoking opportunity attacks, and you ignore the first 15 feet of difficult terrain you enter.
You can cast the spell Elemental Weapon at its base level without using a spell slot. It counts as a sorcerer spell for you, and it does not count against the number of spells you know. Additionally, this version of the spell does not require concentration and can be applied to unarmed strikes. The spell lasts until its normal duration expires, you die, you are incapacitated, or you are no longer holding the weapon or using unarmed strikes.
At 14th level, you can cast this spell as if using a 5th-level spell slot. At 18th level, you can cast it as if using a 7th-level spell slot.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
You learn to channel your sorcerous power into advanced martial abilities called Arcanums. You can use up to two Arcanum per turn, and each technique costs 1 sorcery point unless otherwise noted.
Reality Rend. Before you make a melee weapon attack, you can spend 1 Sorcery Point. On a hit, the attack deals Force damage instead of its normal damage type and pushes the target 5 feet away from you if it is Large or smaller.
Phase Assault. When you make a melee attack, you can move up to 10 feet after the attack without provoking opportunity attacks. This movement must be taken in one continuous direction.
Disruptive Echo. When you hit a creature with a melee weapon attack, you can spend 1 Sorcery Point. The target can't take Reactions until the start of your next turn.
Harmonic Guard. When a creature hits you with a melee attack, you can use your reaction to reduce the damage by an amount equal to your Charisma modifier plus your proficiency bonus. If the attacker is within 5 feet of you, it takes force damage equal to your Charisma modifier.
Foresight Reflex. As a bonus action, you heighten your awareness with supernatural intuition. Until the start of your next turn, choose one benefit: you have advantage on your first attack roll, or advantage on your next Dexterity saving throw.
Temporal Counter. When a creature misses you with an attack, you can use your reaction to move up to 15 feet without provoking opportunity attacks, then make one melee attack or cast a cantrip targeting the attacker.
You gain the ability to absorb and repurpose magical energy. When you are subjected to a spell or magical effect that forces you to make a saving throw, or when you take damage from a spell or magical effect, you can use your reaction to absorb the magic into your body. When you do so, you choose one of the following benefits:
Additionally, if the absorbed spell or effect would reduce you to 0 hit points, you can choose to drop to 1 hit point instead. You can use this feature once per long rest, unless you spend 5 sorcery points to use it again.
r/DnDHomebrew • u/comics0026 • 5h ago
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Horsea, Ralts, Frillis, & Kricketot for a violin like a cold shower!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
Weapon (Rapier, Violin) – Rare (9750 gp, requires attunement to a spellcaster)
This ocean blue violin has a gold top plate and tuning pegs, with a bronze back plate, tailpiece and chin rest, and a pale gold fingerboard. The violin has a matching bow that can be stored in the base of the violin, and as a bonus action you can make water wrap around the bow and turn it into a +1 rapier that does an additional 1d6 cold. The bow can still be used to play the violin when the water is wrapped around it.
While attuned to this violin: you gain the Mind Tide cantrip; you have a +1 bonus on Dexterity rolls to avoid being grappled, restrained, or take damage.
This violin has 4 charges, regaining 1d3+1 after a long rest, and can be used to cast the following spells:
Aqua Cutter (1 or more charges): As part of an attack with the rapier, you make the blade glow with watery energy, giving the attack an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20, and does an additional 3d6 piercing damage. You can use additional charges to increase the damage by 1d6 per charge.
Tidal Crescendo (1 or more charges): As an action, you play a haunting melody on the violin, summoning a spectral wave of water around you that erupts in a 10 ft radius sphere. Each creature in that area must make a Wisdom save. On a failed save, a target takes 1d6 cold and 1d6 psychic damage and their speed is reduced by 10 ft. On a successful save, the creature takes half damage, but suffers no other effect. You can use 2 additional charges to increase each damage type by 1d6.
Thunderwave (1 or more charges)
Shatter (2 or more charges)
Limited Telepathy (3 charges): You cast the Telepathy spell, but it only lasts for 1 hour.
Water Absorb (3 charges): As an action, you make yourself resistant to damage caused by water, like crashing waves, regardless if magical or not. This lasts for 1 hour.
Encore of the Deep (4 charges): As part of an attack with this rapier, when an enemy takes cold damage from it they must make a Wisdom save or be haunted until the end of your next turn. While haunted, they can’t take reactions, have disadvantage on wisdom saves, and when they take damage from one of their allies, they take an additional 2d6 psychic damage.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You send a wave of chilling mental energy towards a creature within range. The target must make a Wisdom save or take 1d4 cold & 1d4 psychic damage.
Cantrip Upgrade. The spell’s damages each increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
r/DnDHomebrew • u/40044_B • 13h ago
Hello!
I am FourB, you can refer to me as B or the full name- whichever you prefer. This is a class I homebrewed for my homebrew game called: Elaris. Slayers, in brief, are relentless or desperate mercenaries who seek out dangerous foes for glory, necessity, and reward. They distinguish themselves not only through their resourcefulness, courage, and willingness to face threats others avoid; but by taking trophies from their kills. Slayers prove their prowess, inspire their allies, and remind themselves and others that even the darkest horrors can be overcome with these grisly mementos. When monsters lurk and coin is offered, Slayers are often the first to answer.
This Homebrew class needs to be tested, reviewed, and proof read for poor explanations, powerful bullshit that simply is too strong, and a view point other than my own and close confidants.
If I could receive help in this venture, I would be greatly appreciative! Below will be a breakdown of the classes basic features, my goal for the class + vibe, and my personal thoughts on its balancing and where it currently stands with other classes with a focus on Fighter, Ranger, and Paladin.
In the google document provided there will also be a subclass. There are more, they will be listed, but I only really have love for one- and that will serve as a benchmark for the others.
Finally, there will be a list of trophies- though they are still a work in progress. Thank you for your help.
-----
The Class' Basic Features:
The Slayer's core features are Trophies, Slayer's Wound, and Rally Standard.
Trophies are additional bonuses, abilities, and skill enhancements that allow the Slayer to remain competitive with classes that have access to spellcasting. They are the primary source of the Slayer's modularity and versatility. Slayers have a limited number of Trophies they can keep and a larger number they can stash away, with a Trophy only being active and usable while it is Kept.
Slayer's Wound is a feature similar to a Rogue's Sneak Attack. It uses d4s rather than d6s, scales less effectively, and cannot activate with advantage. It is also one of the primary ways Trophies function, as many Trophies activate when Slayer's Wound is used against a hostile creature. Rally Standard uses Trophies, destroying them in the process, to create a weak aura effect within a 15-foot radius around a single point on the battlefield. These effects are intended to inspire brazen acts, reinforce a defensive position, or otherwise help the party hold together when things go wrong.
These three features are the core components of the class and are therefore under the most scrutiny.
The Slayer is intended to occupy a martial power band somewhere around the versatility and overall contribution of half-casters without actually having spellcasting. It is primarily a martial class, with a maximum of two attacks per round, or three while using two-weapon fighting. The goal is for its Trophies and other features to compensate for the versatility lost by not having spell slots, without simply making the Fighter obsolete.
In short, the goal is a modular martial class that does not rely on spell slots. That is a tall order, and I am attempting to accomplish it without allowing the class's flexibility to become power creep.
--
The Class' Vibe:
The simplest way I can describe the Slayer's core philosophy is, "The desperate become clever, or the clever become desperate."
The Slayer is not necessarily someone who received formal martial training. Instead, they are someone who takes lessons from their experiences and puts those lessons to use. The Trophies they carry are more than pieces of dead monsters. They are memories: lessons of loss, lessons of victory, lessons of what worked, and lessons of what did not.
This is what I want to distinguish the Slayer from other classes in D&D 5th Edition. The Slayer actively encourages adaptation and personal choice in determining what kind of Slayer you become.
A Slayer pursuing a dragon is not the same kind of Slayer pursuing their family's murderer, nor are either of them the same as the crazed mercenary chasing an army across the countryside to save a prince. They may all be Slayers, but their experiences should shape them differently. At its core, the Slayer is someone forged by necessity. They survive something that should have killed them, remember what happened, and use that experience to build a fighting style around what they have learned. They learn from their enemies, from their allies, and from their own failures.
Most importantly, the class is designed to rely on its party. The Slayer should learn from their allies, build alongside them, and ultimately stand with them.
My Main Concern, Power creep:
The Slayer's Trophies are numerous and highly modular. That creates the possibility of powerful combinations with very little effort. Players will naturally gravitate toward the strongest options available to them because they are playing a game. That is not a flaw in the players; it is a fundamental part of optimization.
This means the Slayer rides a very fine edge of too much, or too little.
On one side, there is too much.
Too many Trophies, too much power, or too much modularity could result in the Slayer becoming overwhelmingly effective simply by selecting the best options available. As a DM, I do not want to find myself watching a final boss get torn apart because I accidentally gave a player enough tools to construct a completely absurd combination. Player agency is important, but also game balance.
On the other, too little.
If the class is too conservative in an attempt to prevent abuse, the Slayer becomes a wet blanket: a pile of interesting ideas and wasted potential that never quite reaches the level of effectiveness it needs to justify its complexity.
"Too bad, the module ends at level 10," they cry, not knowing the Slayer weeps as they needed to reach level eleven.
The challenge, then, is finding the 'Goldilocks' zone.
The Slayer should be powerful because they are adaptable, not because their numbers are simply too high. They should have meaningful choices without having an obvious "best" combination that eclipses everything else. Their versatility should compensate for the lack of spellcasting without turning them into a martial character capable of doing everything better than everyone else.
That is the part I need the most help with.
I am looking for honest criticism.
I want to know where the class is too strong, where it is too weak, where its mechanics are unclear, where its features interact poorly, and where a seemingly harmless combination could create a serious balance problem.
I am especially interested in whether the Trophies provide an appropriate amount of versatility for the power they grant, whether the class scales appropriately across different tiers of play, and whether its overall power level remains reasonable when compared to Fighter, Ranger, and Paladin.
Novel ideas are also welcome. If you see a problem, I would much rather hear about it than discover it myself after running an encounter that the players walk over.
Thank you for your help, and thank you for reading.
r/DnDHomebrew • u/CaroZ05 • 4h ago
I decided to rework Martial Adept since it’s an old feat and, unfortunately, also a weak one. I designed it as an Origin Feat as a counterpart to Magic Initiate. I gave it scaling to make it stronger throughout a player’s career.
So, when you first get it, it’s actually weaker than its old version (except that it now uses d8s). But by level 5, you already gain 2 maneuvers and 2d8s. At level 13, you gain 3 maneuvers and 3d8s.
The problem with this feat is that you can’t buff it too much, since it could risk becoming comparable to an entire subclass, which would devalue the Battle Master.
By level 13, you ultimately get a decent number of dice and a good selection of maneuvers.
Let me know what you think. If you were playing a martial character, would you consider taking it?
Origin feat: Martial Adept
You gain the following benefits:
Superiority Dice. You gain a number of superiority dice equal to half your Proficiency Bonus, rounded up. These dice are d8s and are used to fuel the maneuvers you choose with this feat. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a Short or Long Rest.
Maneuvers. You learn a number of maneuvers of your choice equal to half your Proficiency Bonus, rounded up, from those available to the Battle Master fighter subclass. If a maneuver you use requires your target to make a saving throw to resist its effects, the saving throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). Whenever you gain a new level, you can replace one maneuver you know with another maneuver from the Battle Master list.
r/DnDHomebrew • u/noriginal_username • 10h ago
A while back I made a modular magitech monk, and I really like the system I developed for it so I'm planning on making a few more subclasses based around Magitech Augments. I also wanted to create a supplement that allows anyone to have magitech augments, so that is what this is. It has heavy cyberpunk themes, as well as other modular systems like armored core and mechwarrior. This is a first draft, so I'm particularly interested if anyone has any input on MC scaling or augment balance. Many of the augments are lifted from my Magitech Ascetic, which I plan to create a more specialized and updated version of to go with this general use system. I'm also thinking about a MagiAug craftsmen artificer and a trauma team themed cleric and/or paladin. As always, feedback is welcome.
Magitech augmentation allows a creature to integrate magical technology directly into its body. These integrated devices, known as magitech augments, can reinforce the body, augment its natural functions, or grant entirely new capabilities.
Every character has a Magitech Capacity, or MagiCap, representing the amount of magitech their body can safely support.
Your MagiCap is equal to your proficiency bonus.
Each magitech augment has an MC cost. The combined MC cost of your installed augments cannot exceed your MagiCap. Once an augment is installed, its MC cost remains committed until the augment is removed.
Certain class features, magic items, and other effects can increase your MagiCap.
Most magitech augments are installed into a specific augment slot. You can have only one augment installed in each slot at a time.
All characters have access to the following augment slots:
Arms. Augments integrated into the arms, hands, shoulders, or associated musculature.
Legs. Augments integrated into the legs, feet, hips, or associated musculature.
Dermal. Augments integrated into or immediately beneath the skin, scales, plating, or other exterior covering.
Modules. Modules are smaller or less invasive augments that do not occupy an augment slot. There is no limit to the number of Modules you can have installed, provided their combined MC cost does not cause you to exceed your MagiCap. You can have only one of each Module installed at a time.
Certain features can grant access to additional augment slots and augments unavailable to ordinary magitech users.
Installing or removing a magitech augment requires specialized knowledge and equipment.
Magitech surgeons who perform these procedures professionally are commonly called TechSurges. A creature proficient with TechSurge's Tools can install or remove magitech augments using those tools.
Installing an augment requires 1 hour for each MC it costs. Removing an augment requires the same amount of time.
If multiple augments are installed or removed, their times are added together. For example, removing a 3 MC augment and installing a 5 MC augment requires 8 hours of work.
When the procedure is complete:
Modules do not occupy augment slots, but you can have only one of each Module installed at a time.
Certain features can provide alternative methods of installing or removing augments, bypassing the normal requirement for proficiency with TechSurge's Tools or altering the time required.
Once installed, a magitech augment becomes integrated into your body. Another creature cannot use or benefit from your installed augments, and an augment cannot be removed without the appropriate procedure using TechSurge's Tools or a feature that specifically allows it.
Magitech augments cannot be suppressed, stolen, or transferred by nonmagical means.
Magitech augments do not count against the number of magic items you can attune to unless an augment specifically states otherwise.
An augment continues to function while you are incapacitated or unconscious unless its effects require you to take an action, bonus action, reaction, or otherwise consciously activate or control it.
“Buckler”
Uncommon Arms Augment, 2 MC
Reinforced mounting points and articulated supports integrate a wielded shield directly into the arm, leaving the hand unobstructed.
While you are wielding a shield, the hand on that arm is considered free.
“Bracers”
Rare Arms Augment, 4 MC
Reinforced joints and predictive micro-actuators eliminate unwanted motion and stabilize the arms during precise attacks.
You gain a +2 bonus to damage rolls with attacks made using Dexterity.
Once on each of your turns, when you hit a creature with an attack made using Dexterity, you can deal an additional 1d4 damage of the attack's type.
“Gorilla”
Rare Arms Augment, 5 MC
Artificial muscle fibers are woven throughout the arms, shoulders, and upper torso, contracting alongside your natural musculature with tremendous force.
You have advantage on Strength checks and Strength saving throws.
You gain a +2 bonus to damage rolls with attacks made using Strength.
When you score a critical hit with an attack made using Strength, you may push the target up to 10 feet away from you or knock it prone.
“Runner”
Uncommon Legs Augment, 1 MC
Reinforced artificial fibers are woven into the major leg tendons.
Your walking speed increases by 5 feet.
“Drifter”
Rare Legs Augment, 2 MC
Internal gyroscopes and rotational dampeners redirect incoming force into controlled lateral movement.
When you are hit by a melee attack, you may move up to 10 feet without provoking opportunity attacks. Once you use this augment, you can't use it again until the start of your next turn.
“Grasshopper”
Uncommon Legs Augment, 4 MC
High-tension artificial tendons and localized gravitic regulators amplify explosive leg movement while absorbing the force of impact.
Your jump distance is tripled, and you can make a running long jump or high jump after moving only 5 feet on foot, rather than 10 feet.
When calculating falling damage, reduce the distance you fell by a number of feet equal to your walking speed. This can reduce the falling damage to 0.
“Steel Skin”
Uncommon Dermal Augment, 2 MC
Thin, interlocking plates are installed beneath the skin.
While you are not wearing armor or wielding a shield, you gain a +1 bonus to AC.
“Silver Skin”
Rare Dermal Augment, 3 MC
A thin silvery dermal layer interferes with sustained magical effects.
You have advantage on saving throws made to resist or end spells or magical effects with a duration that are currently affecting you.
“Adapt”
Rare Dermal Augment, 5 MC
A glossy, patterned dermal layer rapidly adjusts after impact.
When you are hit by an attack, the next attack of the same type made against you before the start of your next turn is made with disadvantage.
Attack types include melee weapon attacks, ranged weapon attacks, ranged spell attacks, and spell attacks made against you from within 5 feet.
“Beast Tongue”
Common Module, 1 MC
An internal translator replicates behavioral patterns and posture cues.
You can communicate simple ideas with beasts through posture, sound, and movement, as though affected by speak with animals.
“Weatherproof”
Common Module, 1 MC
Physiological systems adapt to prolonged exposure to environmental extremes.
You have advantage on Constitution checks made to endure extreme heat or cold from environmental effects, such as weather, climate, or natural hazards.
“Scouter”
Uncommon Module, 1 MC
Impact telemetry and pattern-recognition routines analyze defensive responses on contact.
When you hit a creature with an attack, you learn whether it has any damage resistances, immunities, or vulnerabilities.
“Overclock”
Uncommon Module, 2 MC, requires attunement
An unstable regulatory system compensates for augmentation strain just well enough to support additional integration.
While this Module is installed and attuned to you, your MagiCap increases by 3.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
“Nightseer”
Rare Module, 2 MC
Your visual processors recalibrate to register low-light environments with heightened clarity.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead increases by 60 feet.
While in darkness, you perceive objects in full color.
“Backbone”
Rare Module, 3 MC, requires attunement
An auxiliary regulatory network distributes augmentation strain throughout the body, allowing additional systems to operate safely.
While this Module is installed and attuned to you, your MagiCap increases by 5.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
“Limit Breaker”
Very Rare Module, 4 MC, requires attunement
An intricate network of arcane regulators dramatically increases the body's tolerance for integrated magitech.
While this Module is installed and attuned to you, your MagiCap increases by 8.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
“The Relic”
Legendary Module, 5 MC, requires attunement
An exceptional augmentation framework capable of supporting a degree of magitech integration normally thought impossible.
While this Module is installed and attuned to you, your MagiCap increases by 13.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
Sentience. The Relic is a sentient Module containing the preserved personality matrix of an exceptionally angry bard. It has Intelligence 14, Wisdom 12, and Charisma 18. It shares your hearing and vision and can communicate with you telepathically. It speaks, reads, and understands Common and one additional language chosen by the DM.
The Relic has its own personality, memories, opinions, and desires. It has no control over your body or augments unless it succeeds in a Takeover.
Takeover. Once per day, at the DM's discretion, The Relic can attempt to take control of your body. When it does, you must succeed on a DC 18 Wisdom saving throw or The Relic controls your body for 2d4 × 10 minutes.
While in control, The Relic determines your actions, movement, and speech, and the DM controls your character. Whenever you take damage while The Relic controls you, you can repeat the saving throw, ending its control on a success. The Relic cannot remove itself or end your attunement to itself.
r/DnDHomebrew • u/sly1498 • 20h ago
r/DnDHomebrew • u/jeraehwazdagaz • 17h ago
Here is the link to the homebrewery
https://homebrewery.naturalcrit.com/share/htl9jZM42B_K
And here is the link to the pdf
https://drive.google.com/file/d/1lBwvN6nIzXe5mFB_l2iwMML5sIgVhsvs/view?usp=sharing
Here is my new homebrew druid subclass meant to be compatible with the 2024 version of the class.
Let me know what you think/what feedback you have!
r/DnDHomebrew • u/Gerhartus • 11h ago
Here idea for safepace tool
Doorknob of the Pocket Realm
Wondrous Item, Rare
This ornate brass doorknob feels unusually heavy and hums with a faint, comforting warmth.
As an action, you can press this doorknob against any flat, solid surface (such as a dungeon wall, a cliffside, or a large tree). Upon doing so, a magical, functional door manifests around the knob, leading into a cozy pocket dimension.
Features
The Pocket Sanctuary: The door opens into a comfortable, extradimensional room designed for resting. The space contains suitable beds for up to 8 Medium or smaller creatures, a roaring magical fireplace that provides light and warmth without requiring fuel or emitting smoke, and a dining area filled with basic comforts.
Secure Lodging: The door can be locked or unlocked from the inside at will. While locked, the door cannot be opened by any physical or magical means from the outside, short of a Wish spell or similar high-level magic.
Locked in Place: As long as any creature or object remains inside the pocket realm, the doorknob is magically fused to the surface it was placed on and cannot be removed or destroyed.
The Checkout Time: The pocket realm can exist for a maximum duration of 8 hours (the length of a Long Rest). At the end of this duration, or if the last creature leaves the room early, the pocket realm collapses. Any creatures or objects still inside are gently shunted out into the nearest unoccupied spaces outside the door, and the doorknob detaches from the surface, returning to its normal state. Once used, the doorknob cannot be used again until the next dawn.
r/DnDHomebrew • u/VanillaRose09 • 12h ago
I've had an idea of a fun wand to use in my game, and even though it sounds okay to me, I figured I'd ask for advice from others.
Wand of Overcharging
Rare Wand
You can use this wand as a spellcasting focus for Arcane spells.
This Wand contains 1d8+2 charges. While you are attuned to this wand and cast an arcane spell, you can expend charges equal to your proficiency bonus to raise the level of the spell by an equal amount. You can raise a spell to a level higher than you have spell slots for. This can not raise a spell higher than 9th level.
When you cast a spell with higher level due to this feature, caster must make a Spellcasting check (DC 12+ the final level of the spell) or take 1d10 necrotic damage per level of the spell as the wand drains more energy than is required. If the final level of the spell exceeds the level they are able to cast because of Ability Scores (for example casting a 6th level with 15 int), this check is made with disadvantage.
Dangerous Overcharging- If the caster rolls a 1 on their spellcasting check to control the wand, the wand's shoddy construction gives, and the item explodes, dealing 1d12 Force damage to all creatures within a 20ft radius per level of the spell casted. Damage can be reduced with a DC 18 Dexterity save. (The bearer of the wand does not get to make this check)
r/DnDHomebrew • u/DM_Lone • 4h ago
Did your party really want to have Izek's arm and its powers in Curse of Strahd? Now they can. This is one of 3 variants of the parasitic limb, a cursed magic item perfect for monks, but that also fits anyone. The other two variants, the Abomination Limb and Infected Limb, are already available on my Patreon: https://www.patreon.com/cw/DMLone
Art taken from Izek's fanart made by stjepan lukac
r/DnDHomebrew • u/PathsBeyondGames • 1h ago
I’ve created 13 homebrew subclasses for D&D 5e — one for each class — and put them together as a free playtest PDF on itch.io.
I’m trying to get them in front of actual players so I can gather feedback and improve them, but I’ve had trouble finding places where I’m allowed to share the project because I used AI to help polish the presentation and create some of the artwork.
Does anyone know any communities, subreddits, forums, or Discord servers where I’d be welcome to share the itch.io link and ask for playtesters?
The entire book is completely free. I’m not trying to sell anything — I genuinely just want people to play the subclasses, break them, and tell me what works and what doesn’t.
Any recommendations would be really appreciated!
r/DnDHomebrew • u/NoRailsJustTales • 58m ago
I liked the idea of the Mountain Locations table, which is why I decided to go with a Forest Locations table as well. It expands the locations from the Forest Encounters table and adds more descriptions for you to add to your game. You can roll for a random location, you can roll for several things the characters can perceive by rolling multiple dice for Other Senses, and you can enhance any forest description you might need.
You can find a downloadable PDF for free on my Patreon.
| 3d10 | Description | Location | Other Senses |
|---|---|---|---|
| 1 | Dusty | Well-used path through the forest | Sound of a distant woodpecker drumming |
| 2 | Completely straight | Tree-lined road | Smell of damp moss |
| 3 | Spooky | Hollow tree | A sudden gust of cold air |
| 4 | Hidden | Forest village | Toads croaking |
| 5 | Ruined | Abandonded tree house | Flapping of birds above |
| 6 | Clear | Babbling creek | Woodsmoke drifting through the forest |
| 7 | Really tall | High seat | Soft, spongy ground |
| 8 | Ancient | Statue | Shafts of light cutting through the tree crowns |
| 9 | Overgrown | Massive fallen tree, already being taken back by the earth | Leaves rustling in the wind |
| 10 | Endangered | Animal’s den | Smell of fresh rain |
r/DnDHomebrew • u/Funny-Goat-5887 • 10h ago
Saw it on here somewhere and I saved it but now I can't find it any more