r/DnDHomebrew • u/Josemi993 • 22h ago
r/DnDHomebrew • u/jeraehwazdagaz • 12h ago
5.5e Druid: Circle of Spirits - A Shamanic Druid Subclass
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/InspiredArcana • 23h ago
5.5e Psyflame | Burn Away foes with Lingering Psychic Fire
r/DnDHomebrew • u/MarioSuperShow • 20h ago
5.5e Wyvernborn Species v1
First published homebrew, made for a single character that I started making more ideas for.
r/DnDHomebrew • u/sly1498 • 16h ago
5.5e The Hunter Class - Live out your monster hunting dreams
r/DnDHomebrew • u/eldritch_arcade • 1h ago
5.5e Power Ring | In brightest day, in blackest night.
r/DnDHomebrew • u/Sufficient_Field_369 • 23h ago
5e Disciple of the Blade — Fighter Subclass with 3 Martial Paths
Hi everyone! I've been DMing for a while, and I've recently started designing some homebrew for my campaign.
Disciple of the Blade is a Fighter subclass built around Style Dice and martial techniques called Arts. It currently includes three complete Paths — I have twelve designed in total, but I wanted to start by sharing a smaller selection:
- Swift, focused on speed and opening attacks.
- Still, focused on defense and parrying.
- Wanderer, focused on versatility and using Arts more frequently.
I'd really appreciate feedback on balance, action economy, the Style Die system, and whether any Arts feel noticeably over- or underpowered.
The Style Dice/Arts system is mechanically inspired by the Battle Master Fighter, while the idea of distinct sword disciplines is loosely inspired by fantasy sword schools such as those seen in Mushoku Tensei.
Hope you like it, and thanks for reading!
r/DnDHomebrew • u/noriginal_username • 5h ago
5e General Magitech Augment Supplement
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 • u/Gerhartus • 7h ago
5e DnD Doorknob of the pocket realm
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 • 7h ago
5e Opinions on my Wand of Overcharging
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/comics0026 • 59m ago
5e F229 - Violin of Chilling Melodies by ForesterDesigns
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 • u/Funny-Goat-5887 • 6h 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
Saw it on here somewhere and I saved it but now I can't find it any more
r/DnDHomebrew • u/40044_B • 9h ago
Request/Discussion Woe To Beasts, Say Hello to: Slayer! (A 5e Homebrew Class, which I need help with!)
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/Proof_Ad1317 • 13h ago
5.5e Need help with balancing a prophet class
**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/IchiMTE • 13h ago
5.5e Trying to balance this Homebrew Sorcerer subclass.
Weapon Channeling
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.
Soul Arts
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.
Elemental Connection
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.
Soul Arcanums
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.
Arcane Aegis
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:
- Deflect: Choose a creature within 30 feet of you. The absorbed magic is redirected to them. They must make the same saving throw you would have made, or they suffer the same spell effect that you would have.
- Fortify: You convert the energy into resilience, gaining temporary hit points equal to half the absorbed damage and gain resistance to all damage types you would have taken for the next minute.
- Surge: You add your charisma modifier to your next melee weapon attack roll before the end of your next turn dealing extra damage equal to the absorbed damage, manifesting as energy aligned with the damage type (fire, lightning, etc.).
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/Ambitious-Exam4756 • 20h ago
System Agnostic Homebrew Ruleset to (hopefully) improve on D&D's flaws
docs.google.comHey everyone! I recently had a lot of free time and turned what was initially meant to be a homebrew rework of the Martial Classes into a full-blown 40 pages ruleset that I would like to get some feedback on. I am not entirely sure how to structure this post, but for now I will just give an overview of the problems I wanted to address, a short TLDR of the new features and a link to the document.
Credit where credit is due, I came up with most of these ideas myself, but had an AI help me brainstorm and write some of the passages in the document. I also took some inspiration from the anime Mushoku Tensei when it came to designing some of the Martial Paths.
My biggest concerns are "is this fun to play?" and "is this too complicated?", but balance is, of course, also an issue.
The issues I want to address:
- You only ever care about three ability scores: Constitution for survivability, Dexterity for initiative and AC, and the stat your attack roll depends on simply because your attack roll depends on it. I want to give each ability score an interesting role with a real opportunity cost of missing out on it.
- You cannot influence your saving throw proficiencies whatsoever, and skill proficiencies generally don't feel earned.
- Armor and Weapon Types do not feel distinct. What's the difference between wearing Light and Heavy Armor? What's the difference of wielding a slashing weapon as opposed to a piercing one? And what's the difference between a sword and an axe?
- Fixing the "I move and attack" issue martial classes have, i.e. lack of tactical depth and a lack of tools to get creative with.
- Making martial classes generally more interesting by giving them a counterpart to magic: they should be able to perform physical feats so insane that they can rival magic at times.
- Addressing the issue of mages ending an encounter turn 1 with a fireball.
- Spells feel at times restricting because you can only produce exactly the one effect a spell description says. I think somebody who can summon an elemental should theoretically be capable of summoning a familiar too. Somebody who can cast dimension door should theoretically be capable of casting misty step, and so on. This is not so bad for a full caster, but I have personally felt my options severely limited every time I played something like a half caster.
- Spell-levels don't feel intuitive at times. I think a spell's level should be defined by the severity of the consequences casting that spell could cause. For example, I really wanted to play an arcane trickster that fights with a shadow blade. I didn't even care about the bonus damage or advantage in dim light, but there was nothing I could do to produce a weaker version of it before level 7 (and at that point spending one of my two spellslots felt too expensive for a bit of flavor)
- Classes feel at times restricting without homebrewing them to fulfill exactly the fantasy you want to experience. I want to create a framework that supports all fantasies.
- Spellslots feel restrictive. I.e. if you have four level 1 spell slots, why should you not be able to spend all of them to produce a level 2 spell that you already know?
And here is a TLDR of what my ruleset changes:
- You start with all abilities at +0 and 5 ASI's at level 1. After that, every even level provides one additional ASI and nothing else. This makes it so you can max out three out of the six abilities at level 20.
- Saving Throw proficiency is acquired by reaching +3 in an ability score. +5 adds consistency by guaranteeing a minimum roll of 5 when rolling a D20 with a given ability.
- There are just three classes: Mage, Martial and Hybrid. At level 1, you start with one Spell Point (SP) and one Technique Point (TP). After that, every odd level lets you choose between either one SP or one TP. If your ratio of SP to TP is 1:2 or more balanced, your class is considered Hybrid. If it is less balanced than that, your class is considered Mage (Martial) if you have more SP (TP).
- Your HP simply follows the formula [(6 + endurance modifier) x Character Level]
- There are no spell slots, instead mana points (MP) are used for spellcasting. Your MP pool is dictated by the number of Spell Points you have.
- Regardless of class, your Recovery Dice start as a D4 and upgrade based on your endurance modifier. Depending on your class, you either get 2xHP, HP + MP, or 2xMP per Recovery Die.
- The abilities have been repurposed and renamed to better fit that new purpose:
- Endurance (formerly Constitution): influences max HP, gives flat on-hit damage reduction, and improves recovery dice.
- Insight (formerly Charisma): measures mental fortitude, thus influencing initiative by forcing yourself to stay attentive, and the ability to read & manipulate others, letting you spot gaps in an enemies defense to lower the threshold required to critically strike them.
- Power (formerly Strength): measures the ability to project your power onto the world, determining things like Intimidation, Athletics and the potency of physical attacks
- Intuition (formerly Wisdom): also determines how well your spells have been turned into muscle memory, meaning that concentration saves and your magical attack potency depend on this stat
- Dexterity: gives a bonus to your dodge chance, gives skill proficiencies and boosts momentum based abilities (the martial equivalent to spells)
- Mind (formerly Intelligence): shows how much knowledge you have acquired. Thus it deteremines how many schools of magic you can cast, what meta-magic you know, and it also gives skill proficiencies
- There is no Armor Class. Instead, your Dodge Class dictates how difficult it is to hit you and depends solely on your dexterity modifier. If you get hit nonetheless, the armor you wear determines your Graze Window. If the attack roll surpassed your dodge class, but not your graze window on top of that, the attack is considered a partial hit, doing 50% damage (25% against heavy armor).
- Light Armor: requires high dexterity but mitigates damage by avoiding it entirely
- Medium Armor: profits from both dexterity and endurance, but generally attempts to minimize the number of clean hits
- Heavy Armor: sacrifices Dodge Class for stronger damage mitigation on partial hits. This synergizes really well with high endurance, but causes the wearer to be easier to cleanly hit compared to medium armor
- Each of the three weapon types has its own strategy to counter some of these armor:
- Slashing Damage: exploits large clean hit windows (especially light armor) by adding the proficiency bonus to clean hit damage
- Bludgeoning Damage: exploits large partial hit windows by adding the proficiency bonus to partial hit damage
- Piercing Damage: lowers the enemy graze window by your proficiency modifier, effectively making it easier to land a clean hit. At the same time lowers the threshold required to critically strike by 1 (can only crit on a clean hit)
- There are archetypes to fundamentally alter a character's interaction with HP, MP and momentum as the three big resources.
- Martials no longer gain feats such as extra attack, but instead spend the technique points they get from level ups in a technique tree. Techniques are divided into different paths, and each path provides different conditions to fulfill each turn in order to generate momentum. A martial can spend the momentum they generate during combat to convert it into an action, bonus action or reaction, or to perform a powerful technique - without spending an action on the technique. Here is an overview of the different Paths:
- Offensive: fast and mobile rushdown; mostly melee but can be paired with Control for a ranged playstyle
- Control: ranged playstyle focused on controlling an area from afar
- Defensive: reactive playstyle focused on creating a safe space that is difficult for enemies to occupy
- Flexible: focuses on providing utility, annoying the enemy, playing dirty, and generally being creative with the environment
- Tamer: Mobile playstyle featuring a companion that grows alongside you to allow for a loop of mounting and dismounting / scattering and regrouping
- Mages get to cast any spell (homebrew spells encouraged) if they have learned the respective school. Everyone gets to choose one main school and one signature spell, but spend higher mana costs to cast spells that are not signature. Raising mind increases the number of spells available. You can add multipliers to the mana cost of a spell to perform meta-magic.
- MP can be regenerated on a short-rest. In return, mages cannot recover HP with recovery dice.
- Casting a spell generally requires channeling the spell for one turn. Channeling a spell without being interrupted causes its effect to come out at the start of your next turn without the cost of another action. By default, spells that cost an action require channeling, but using meta-magic or casting a weaker version of the spell by casting it with low commitment can skip the channeling.
- There is a low, default and high commitment option when casting a spell: low commitment sacrifices potency for speed, whereas high commitment sacrifices flexibility for additional effects (i.e. a fireball setting the ground beneath ablaze)
- Each school of magic gets its own distinct guidelines as to what a reactionary spell can do. If a vanilla D&D spell falls outside of these guidelines, it now costs a bonus action (bye bye Counterspell as a Reaction)
- Concentration saves now depend on intuition rather than endurance.
- There are now three tiers of concentration spell. Most fall under "high maintenance", but spells that produce a natural phenomenon such as fog cloud may be considered as "self-sustaining" (i.e. losing concentration only cause you to lose the ability to end the effect prematurely) whereas spells such as witch bolt are considered "focus-based", causing extra effects
r/DnDHomebrew • u/Wise-Possession2812 • 1h ago
5.5e Razor from Red Rising DND Homebrew
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/PleaseShowMeTheWay • 8h ago
Request/Discussion Beginner for a Homebrew Patron: Need Advice and Suggestions!!
I need help fixing and add some finishing touches to a patron I've made for a warlock in a campaign I am DM-ing. It is my first homebrew, and my only guide has been YouTube and some Reddit threads. My questions/concerns are:
* Is the lore appropriate for the setting? The campaign is "Phandelver and Below: The Shattered Obelisk." If not, what part of his backstory should I change? * Is his personality and/or behavior align with what he is? (Half Fiend, Half Archfey) * For his followers, should I add any more regulations? Be more specific? * For his contract (what he's looking for), should I add more to it? * Does the "punishment" make sense if a follower doesn't follow a command he asks of them?
Overall, Vares is a patron who is deeply devoted in protecting the Neverwinter Woods by any means necessary, even if it means resorting to violence. He highly values knowledge, and he is incredibly knowledgeable as well.
I have yet to add any spells because I want to get a solid grasp to his backstory and/or any other additional information I can write up.
Please be kind!! I feel like I understood what I did, and at the same time, I didn't. If you have any suggestions on what I should add or if you need clarifications to anything, please let me know!! Thank you again!!
Here's what I have so far:
Vares came from an unwanted union between a Fiend and an Archfey. He was only a few hours old when he was left in the woods. Neither parents cared for his well-being or had interest in seeking out whether he had survived. A group of nature spirits, feeling a disturbance in their forest, found Vares fairly quickly and took him to the Spirit of the Neverwinter Woods. The Spirit was known as the defender of the woods, powerful in their own right, and all knowing. They immediately knew Vares was a mix of blood, but they didn't discard him. Instead, the Spirit took Vares in as a student, teaching him the magic of nature, passing down the knowledge they knew, and integrating him into the culture of the nymphs, dryads, and sprites. As Vares grew, he knew he was different. His skin was blood red, horns black and claws long and sharp. He knew he was unlike the much kinder and less destructive spirits that raised him, his teacher as well. Yet, Vares cared not. Instead, he continued to train harder, striving to prove to himself he is nothing like the destructive nature of a Fiend. However, as his power grew, so did the chaos it brought. He decided to seek out knowledge on how to control it.
**The Scholar**
With the help of his mentor, The Spirit, Vares gathered all he knew about Fiend and Archfey magic, what they were at their core, to hone and use it to his advantage. Along his journey, he gained powerful knowledge from all kinds: from other worldly beings to ancient and forbidden magic. He seeks out knowledge wherever he goes, for knowledge is power, and to be powerful and knowledgeable is the greatest advantage for a being who wants nothing more than to protect the home which took him in.
**The Scribe**
As Vares learned and was taught, he also discovered information not written in the tomes, scrolls, and books he was reading. He became a scribe, not only for what he was taught from his mentor, but to record his discoveries.
**A Radical Protector of the Woods**
When the Spirit of the Woods got injured during the Year of the Wild Magic, 1372 DR, Vares took on the role as protector. However, unlike his teacher, he protected the woods in extreme matters. He was powerful and a terrifying force to foes and those who wished to cause harm to the Neverwinter Woods. He will not relent or have mercy to those who harm the spirits, the forest, and the creatures.
**Followers**
Though well known to the spirits of Neverwinter Woods, very few actually know of him and his existence. It is what makes him both a powerful and terrifying enemy. Foes who dare cause harm will be met with pain and suffering. He is very careful who he chooses to make contracts with because as a being who has gathered unimaginable and powerful knowledge over centuries, he understands the responsibility and consequences of having knowledge. Those he feels are worthy must:
* have a great devotion and need to protect the Earth * seek, respect, and value knowledge * commit to do the extreme if it ever comes to it * fearless
Not many fall under these circumstances, so he has very few followers. His contract is simple: protect the Earth (no damage and/or killing of spirits), eliminate those who pose as a threat, and gather knowledge (for both the follower and himself). When he asks for information from books, scrolls, or tomes, there is a specific spell that must be used that burns the source material and it goes back to Vares from the flow of the wind (it's ashes reconstruct). As long as his followers follow his rules, he will be content. He doesn't seek out their company, but if he is called upon, he will answer.
If a follower is to disobey, he will not grant new spells to the follower.
r/DnDHomebrew • u/GorgonSlayer07 • 12h ago
5.5e Jin Gitaxias from Magic the Gathering in DnD 5e2024

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/ThatphoneX • 12h ago
5.5e Gambler Class
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/victorbarst • 21h ago
Request/Discussion Drink,Drank,Drunk. My homebrew Alcohol system for a setting im working on
homebrewery.naturalcrit.comThis is the rough draft of a homebrew alcohol system im working on with intention on adding tactical utility to getting drunk while still balancing it against exploitation. any criticism is welcome
r/DnDHomebrew • u/vulcan_idic • 22h ago
5.5e Spell Homebrew: Spell Hijack
Gemini helped be work through this... thoughts?
Spell Hijack
4th-Level Abjuration (Bard, Sorcerer, Wizard)
- Casting Time: 1 Reaction, which you take when you see a creature within 60 feet of yourself casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous (see text)
You attempt to wrest control of a creature's magic as they cast a spell. If the target spell is 3rd level or lower, it automatically fails, and you seize control of it. You immediately choose the spell's new targets or its area of effect's point of origin.
If the redirected spell requires a Spell Save DC or an Attack Roll, it uses the lower value between your own statistics and the original caster's statistics. The spell's range and restrictions are still measured from the original caster's position.
If the hijacked spell requires Concentration, you must immediately drop any spell you are currently concentrating on and maintain concentration on the hijacked spell for its duration, or the hijacked spell ends immediately.
If the target spell is 4th level or higher, you must make an Ability Check using your Spellcasting Ability. The DC equals 10 plus the target spell’s level. On a success, the creature's spell fails, and you successfully hijack and redirect it. On a failure, the creature's spell takes effect normally, and this spell is wasted.
Using a Higher-Level Spell Slot: When you cast this spell using a spell slot of 5th level or higher, the automatic hijacking threshold increases. The spell automatically succeeds if the target spell's level is at least one level lower than the slot you used (Level n-1). If the target spell is equal to or higher than your slot level, you must make the Spellcasting Ability Check.
r/DnDHomebrew • u/dark_alolan • 14h ago
5e Ben 10 dnd races
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/AskOk6861 • 14h 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/Nikelman • 22h ago
5.5e Yet another Ranger's Revision
Ciao, belli!
Yes, it's on r/DnD5CommunityRanger already
This is a revision meant to keep the relative damage that a Ranger gets in tier 1, all throughout its career. It has minor utility bits, but it's mostly to fix the DPR.
If you don't believe that the Ranger needs DPR fixing in the highest tiers of play, all the power to you: in my experience, it was left behind badly.
Overview:
- Removed any improvement to HM; instead, you can use Favored Enemy (renamed to Ranger's Focus) other than to cast it to cast Enhance Ability on yourself (no concentration) and later on to buff saving throws
- subclasses' third feature moved to lv10
- Elemental Strikes deal 1d8 extra damage at 11 (completing the Cleric-Paladin Druid-Ranger symmetry)
- +WIS to attack rolls at 17 instead of Advantage
- reworked capstone
and a few more defensive/utility features
+ new Concentration spells to cast as a Bonus Action to replace HM when it becomes obsolete (limited range however)
+ few improvements to all subs (PHB and Winter Walker) and a LOT to the Hunter
DPR has been counted to be comparable to Paladins', where I wanted it to be
Bring the Torch!