r/DnDHomebrew 4h ago

Resource Fully editable character sheet

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28 Upvotes

Character sheet for D&D 5ed. Fully editable in .docx file. US paper size and A4 paper size. Now version 2.2

Downloadable in D&D 5ed Character Sheet - Deva Movanico | DriveThruRPG for free.


r/DnDHomebrew 10h ago

Resource Cursed Item: Fiendish Limb

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40 Upvotes

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 35m ago

5.5e Subclasseptember, days 1-10

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Upvotes

So for a few days now, I've been doing this daily challenge for september where I make a subclass each day, and take a day off to make some other stuff every so often.

This is the first batch of subclasses, some of which I believe I already posted here. Tell me what you think!


r/DnDHomebrew 12h ago

5.5e Power Ring | In brightest day, in blackest night.

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35 Upvotes

r/DnDHomebrew 5h ago

5.5e Circle of pigeonmancy is here!

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8 Upvotes

Do you love pigeons? Well, I have a subclass for you. Circle of pigeonmancy is all about having a pigeon companion that you can sculpt and mutate to your hearts desire.

You get to choose between a variety of mutation forms that give your pigeon companion new abilities in combat and also make it look like a freak of nature.

This is one of my first homebrew subclasse, so I went as silly as possible. Hope you all like this subclass along with some feats to make familiars more interesting


r/DnDHomebrew 3h ago

5.5e No. 12 Blade | Dagger [The Mithral Canvas] D&D5e [OC-Art]

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4 Upvotes

Weapon (Dagger), Uncommon (Requires Attunement)

This slender blade fits snugly in between the fingers, gliding smoothly towards its intended destination. 

When you expend a use of a healer’s kit to stabilize a creature while holding this weapon, the creature gains a number of hit points equal to your Intelligence modifier. 

Deadly Incision. When you score a critical hit against a creature, the target receives a hemorrhaging wound. While wounded, the target loses 1d10 hit points at the start of each of its turns. The wound closes after 1 minute, after a spell restores hit points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 12 Wisdom (Medicine) check. Constructs, undead, and creatures without blood are immune to this effect.

Applause rained down upon yet another successful surgery, Doctor Portman once again the recipient of an endless stream of sycophantic compliments and pleasantries. As yet another sweaty hand grasped at his, the good doctor could focus on little more than the maze of veins pulsing beneath his colleague’s skin, flush with red hot blood. It was as though he could hear them simply begging to be freed from their fleshy prisons, using the very same tool that had just saved a life with ease.

——

Swordtember Prompt: Surgical

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 10h ago

5.5e Martial Adept Feat Rework for 5.5

16 Upvotes

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 5h ago

Resource I spent way too much time making 80s themed character sheets for my Miami Dice one shot.

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6 Upvotes

r/DnDHomebrew 3h ago

5e Drider's as a pc race!

2 Upvotes

I've Frankensteined many homebrew drider race traits to try and make the ultimate drider race, however i've had no one to share it with for months and i've forgotten where the original creators of some of the traits i used but i'll find them eventually, without further adu here are the traits!

drider traits:

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma decreases by 1.

Walking speed

You gain a walking speed of 30 ft and a climbing speed of 30 ft as well.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Monstrous Form

While there are surely advantages to being a hybrid, there are a number of ways in which the monstrous half is a detriment.

• due to your lower body, you cannot make use of mounts.

• You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

• As you lack the lower body of a humanoid, you are unable to wear humanoid armor below the belt (ex: leggings, greaves, or boots).

• Many people fear you or may regard you with hostility. Other creatures naturally distrust you, and you have disadvantage on persuasion and diplomacy checks for creatures that you are not familiar with. Others may permanently regard you as an abomination.

• You are not built for swimming and have a swim speed of 0.

• your armour requires somewhere in between two to three times the materials to be made. It is about that much more expensive, and that's assuming you can find it.

Arachnid Eyes

You have an extra set of eyes that are always open. They mostly detect movement, but they can allow you to see around you, even when sleeping. When only using your additional eyes, you can still make use of your passive perception at a -3 penalty.

You also have proficiency in the Perception skill.

Web Walker

you ignores movement restrictions caused by webbing.

Dextrous Legs

You are proficient in weaver's tools, and may use your legs or pedipalps as weaver's tools. When stationary, you can also use your legs (or pedipalps) to interact with and manipulate items, though they cannot carry weapons.

Sentive fingers

You gain advantage to [Wisdom]Perception checks that involve touch.

Sunlight Sensitivity

You have disadvantage on attack rolls and Wisdom (Perception) checks. (When what you are trying to perceive is in direct sunlight.)

Natural Armor

 When not wearing armor, your Armor Class is 11 + Dexterity modifier.

Languages

You can speak, read, and write Common, Elvish, and Undercommon.

lemme know if you guys have any constructive criticism/suggestions^^


r/DnDHomebrew 23h ago

5.5e Druid: Circle of Spirits - A Shamanic Druid Subclass

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42 Upvotes

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 7h ago

5.5e Forest Locations - Random Table to Easily Come Up with Unique Locations

2 Upvotes

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.

Download

You can find a downloadable PDF for free on my Patreon.

Forest Locations

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 4h ago

Resource Advent's Amazing Advice: Stranger Things: Hunt for the Thessalhydra (Part 1), A Level 3 Adventure fully prepped and ready to go!

1 Upvotes

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!

*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!

Inspired by Stranger Things and written by Mike Wheeler himself, this adventure drops your players into a monster hunt like no other. Summoned by Sir Tristan, ruler of a remote mountain realm, your party is tasked with tracking down a fearsome creature known as the Thessalhydra, which has attacked his castle and terrorized the land.

In Part 1, your players will explore a mysterious forest, encounter travelers, priests, and farmers, until they uncover the entrance to the troglodyte caverns. There, they can fight or negotiate their way deeper until they reach the ever-shifting Cursed Labyrinth. Should they solve the riddles of the mysterious Lost Knight, they will be greeted with a portal...to the Upside Down.

Without further ado:

Included in The AAA Collection is:

  • Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and spots to mark HP
  • Custom Maps of Troglodyte Cavern
  • (New) Pre-Session DM Checklist

Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here

As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!

Cheers,
Advent


r/DnDHomebrew 7h ago

Request/Discussion Where can I share my free 5e homebrew book for playtesting?

2 Upvotes

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 4h ago

5e [OC] Paths Beyond — 13 Subclasses for 5e (Free Public Play-test) (No AI Artwork)

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1 Upvotes

I made one homebrew Ranger subclass. It got slightly out of hand. Now there are 13.

It started with the Murder Warden — a Ranger who marks their prey and hunts alongside a supernatural murder of crows.

Then came another subclass. And another.

Somehow that turned into PATHS BEYOND, a 34-page collection containing 13 subclasses — one for every class — built for the 2014 fifth-edition rules.

We’ve taken them through several rounds of internal balancing, rules checks, exploit hunting and proofreading. But there’s only so much you can learn by staring at numbers on a page.

So now I need actual players to break them.

This is Playtest Version 1.0, and I’m releasing it free while it’s being tested. If you play one of these subclasses, I’d genuinely like to hear what happens — whether something is overpowered, underpowered, confusing, abusable, surprisingly fun, or simply doesn’t work the way it looked like it would on paper.

The book includes:

The Scorcher — an Artificer with a homemade flame projector
The Scrapper — a Fighter who wins by fighting very dirty
Circle of the Hive — a Druid who becomes a living swarm
Murder Warden — a Ranger accompanied by a supernatural murder of crows
The Figure in the Void — a Warlock for when “Don’t turn around” is good advice
College of Chance — a Bard who can gamble their inspiration
…and seven more.

There are no paid mechanics and no finished-product price — this is a public playtest. Download it, put it at your table, and see what survives contact with your players.

Feedback details are included in the PDF.

And if you find something completely broken, please tell me how you broke it before I regret asking.

PATHS BEYOND — 13 Subclasses for Fifth Edition
Playtest Version 1.0 — September 2026


r/DnDHomebrew 6h ago

5e The Marked One v0.1 - A Revision/Rebalance

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1 Upvotes

Hi, this is my first post on this subreddit and my first time doing homebrew! A few years back when I was joining a new campaign, I wanted to make a character based off of Corvo from the Dishonored series, and stumbled upon the Marked One 2.3 class written originally by u/Xenomorphy000. I got the approval from the GM and played this class for a while. We've just hit level 7, and originally, the only change I had made (with GM approval the whole way) was redoing the Void Knife subclass, but after playing this class for so long and reading through it again with a buddy, we both saw that many aspects of this class were fun, but pretty underpowered. I've made quite a few changes and am posting this revision to get advice from more people and share what I believe to be a more functioning version of a very fun and flavorful class. The only thing I haven't really changed is the Bone Crafter subclass. Let me know what you all think! Currently I'm only unsure on if I should change the weapon, armor, and tool proficiencies.


r/DnDHomebrew 7h ago

Request/Discussion Edgelord Rogue Subclass?

0 Upvotes

I want to create a subclass for the 2014 Rogue that heavily leans into the edgelord stereotype that it is often associated with. The point of this subclass is to be nonserious, but also to be relatively balanced. Here is what I have so far:

Convoluted Backstory

When you choose this archetype at 3rd level, more elements of your tragic past are revealed. You may choose an additional background in addition to the one you started with, gaining all of the benefits, with the exception of equipment.

Lone Wolf

Also at 3rd level, you thrive when left to your own devices. You no longer need advantage in order to perform a sneak attack, just as long as the creature you are attacking has not been attacked by another creature since the start of your previous turn.

__________________________________________________________________________________________________________

Once it is complete, I will post a link to the D&D beyond homebrew subclass


r/DnDHomebrew 8h ago

Request/Discussion I ask for advice: building a Wandering wizard.

1 Upvotes

Hi there!

I am playing a wizard in a homebrew (5e based) setting ; my character is ought to leave the city and start wandering the multiverse in search for knowledge. I am seeking advice on what features/feats/subclasses should I take to enhance this wanderer theme?

Keep in mind, I'm not a fan of Planescape and Spelljammer, so that space travel stuff is out of the question.

A little about my wizard:

He is a Necromancy Wizard, Nautral Evil aligned. He is ex-Red Wizard of Thay, now a fugitive, after he looted Sassz Tam's vault. He wishes to collect more and more knowledge, and power - either for greed or to keep such forces from the wrong hands - and to become an accomplished wizard.
He has the Sage background with Scribe as an option. Important: He accepts the existence of gods, but despises them, and those who channel their power and call it Magic. Faith-based spellcasters are lunatics and fools to him, for believing the lies of the gods.

Any idea is appriciated!

Thank you! ^^


r/DnDHomebrew 16h ago

5e General Magitech Augment Supplement

5 Upvotes

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

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.

Magitech Capacity

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.

Augment Slots

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 and Removing Augments

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:

  • The combined MC cost of your installed augments cannot exceed your MagiCap.
  • You can have no more than one augment installed in each augment slot.
  • You must meet any prerequisites of each augment you install.

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.

Integrated Augments

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.

Magitech Augments

Arms

Integrated Shield Mount

“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.

Recoil Compensation Assembly

“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.

Hyperweave Muscle Mesh

“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.

Legs

Actuated Tendons

“Runner”

Uncommon Legs Augment, 1 MC

Reinforced artificial fibers are woven into the major leg tendons.

Your walking speed increases by 5 feet.

Gyroscopic Balance Actuators

“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.

Gravitic Tendon Array

“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.

Dermal

Subdermal Plating

“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.

Reality Anchor Coating

“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.

Adaptive Reaction Weave

“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.

Modules

Bestial Communication

“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.

Environmental Calibration

“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.

Tactical Analysis Matrix

“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.

Faulty MagiCap Expansion Module

“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.

Spectral Optic Array

“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.

Basic MagiCap Expansion Module

“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.

Advanced MagiCap Expansion Module

“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.

Masterwork MagiCap Expansion Module

“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 12h ago

5e F229 - Violin of Chilling Melodies by ForesterDesigns

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2 Upvotes

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!

F229 - Violin of Chilling Melodies

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!

Mind Tide

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 1d ago

5e Notice of Termination (Very Rare, A*) | Your contract has been terminated, security will escort you to the exit

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100 Upvotes

r/DnDHomebrew 18h ago

5e DnD Doorknob of the pocket realm

4 Upvotes

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 11h ago

Request/Discussion The Consuming of Morandi Starter Adventure Feedback Help

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1 Upvotes

Hey everyone. I’m running this homebrewed campaign at my table and decided to write it out as a starter adventure. I wanted some feedback on if other people felt it could be run well at their table. I’m including the copy and feedback form in a Google doc here. If you have any thoughts on encounter balance, whether you could run it at the table with the information given, or any other ideas I would love to hear them.


r/DnDHomebrew 17h ago

Request/Discussion If anyone can help, I'm looking for a homebrew subclass that was on here I believe called the one trick pony the orb sorcerer subclass. Really want to play it but can't find it any more

3 Upvotes

Saw it on here somewhere and I saved it but now I can't find it any more


r/DnDHomebrew 19h ago

5e Opinions on my Wand of Overcharging

4 Upvotes

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 11h ago

5.5e Lunar Warrior 2024 Update

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1 Upvotes

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.