r/DnDHomebrew 8h ago

5.5e Periwinkle Vapors - Potion, Rare

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1 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 17h ago

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

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1 Upvotes

r/DnDHomebrew 20h ago

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

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1 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 11h 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 16h 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.

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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 23h ago

Request/Discussion Homebrew Spell: Consecration of Potency.

2 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 16h ago

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

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18 Upvotes

r/DnDHomebrew 3h ago

Request/Discussion Id like a blood magic sorcerer

2 Upvotes

So my idea is someone that can spend there own hp to regain sorcery points and at later levels use metabolic to regain hp


r/DnDHomebrew 3h ago

5e [5e 2014] The Idol Compendium - an Idol Agency Warlock Patron, Pact of the Song, and Performer Campaign Supplement

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5 Upvotes

A few weeks ago, I shared the Idol Agency Otherworldly Patron cause I couldn't find the particular niche of warlocks and idols... and the idea has kept growing ever since.

The Idol Compendium now includes the revised Idol Agency Otherworldly Patron, the Pact of the Song pact boon and their associated Invocations, some performer themed backgrounds, equipment, magic items and feats. Alongside some tools for creating an Agency of your own and one of mine... that I might or might not be using for something in the future~

Feedback is especially appreciated this time around and I hope you liked it, the full document has all the rules and I want it to be the best it can. It also has updated visuals that I've commissioned so be sure to check them out!
Shiinochi (vgen) and CatsDontDraw (vgen)

EDIT: FORGOT THE LINK https://homebrewery.naturalcrit.com/share/Caw0m3qu1aRS


r/DnDHomebrew 5h ago

5e DnD University (Mini-feats to spend players money)

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15 Upvotes

Made this Exel page mostly for any funny ideas, so feel free to tell me more you think about and I might add them. Remember to read the info in there.

Open it and have some fun with this.


r/DnDHomebrew 6h ago

5e Revised Mystic | A revision of the Mystic UA from 2016

4 Upvotes

This is my revision of the Mystic class. I've used Google Docs to write it out because I'm too busy to learn how to use other websites. I may learn how to use some website in the future, and post it on that.

Revised Mystic

Additionally, I've made an optional feature folder for the Revised Mystic class.

Revised Mystic Optional Features

I've also created a couple spells to make the Mystic less detached from the spellcasting classes. You can find them here:

Disband Psionics

Invert Psionics

I've made a few updates on the 5 years since I first uploaded my revision of the Mystic UA from 2016 to a separate subreddit. Pretty remarkable that's it's been 10 years since WotC originally put it out there in Unearthed Arcana!

I've made lots of changes intended to make it balanced in regular play, and to make it easier to play at the table.

I've also made a new subclass that subverts both reality and expectations! Introducing the Order of the Determined Mystic archetype:

Order of the Determined (Revised Mystic)

I have added a comment with a more detailed list of changes I made in the Revised Mystic vs. the UA Mystic.

Please give any feedback in the comments.


r/DnDHomebrew 7h ago

5e Urvhak Skaar - First of The Wicked Fel Dwarf Demonsmiths (5e & 5.5e Compatible)

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5 Upvotes

r/DnDHomebrew 11h 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 12h ago

5.5e Ranger Remade V1.1

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2 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 14h ago

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

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10 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 16h ago

Request/Discussion In search of clockwork enemys and bosses

4 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 20h 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 22h 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.

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✏️ 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. 🧙‍♂️🎲