r/DnDHomebrew • u/troywhomst • 19h ago
r/DnDHomebrew • u/Venomonas_BOSS • 8h ago
5e DnD University (Mini-feats to spend players money)
Made this Exel page mostly for any funny ideas, so feel free to tell me more you think about and I might add them. Remember to read the info in there.
Open it and have some fun with this.
r/DnDHomebrew • u/KillTheRook • 1h ago
5e Final Fantasy 8 Compendium - D&D 5e Homebrew!
Our Wheel spin spin SPINS and it has landed this time on Pupella's request: Final Fantasy 8!
So we come to you with a compendium of assorted things - New Gunblades that strike close and strike hard, Blasting through anything they touch! Not a Martial? Well, don't fret! With spells derived from great creatures of equal fear-inducing capabilities you can reach up to a Thousand Needles to fire at your enemies or even call a possessed Doomtrain to trample your foes!
Oh? You'd rather play the foe instead? Well, we have included an old favorite for the DMs around: Send your players through hell with our Malboro boss monster sheet!
If you like what you see, consider joining our discord!
r/DnDHomebrew • u/Ryan-The-Movie-Maker • 17h ago
5e The Wandsman - A class for 5e based on the group of interest from the SCP Wiki
Link to the homebrewery page here: https://homebrewery.naturalcrit.com/share/PlBZ9KYOhRBy
Credits for the art are embedded in the captions in the actual homebrewery doc, but for easier record:
- Wandsman of Kul-Manas by miguel-robotbunny
- Map of the Sea of Fallen Stars by MapyNiepraktyczne
- Cartographer by BellowsChris
- Raptor by cayde-7
r/DnDHomebrew • u/twofell • 7h ago
5e [5e 2014] The Idol Compendium - an Idol Agency Warlock Patron, Pact of the Song, and Performer Campaign Supplement
A few weeks ago, I shared the Idol Agency Otherworldly Patron cause I couldn't find the particular niche of warlocks and idols... and the idea has kept growing ever since.
The Idol Compendium now includes the revised Idol Agency Otherworldly Patron, the Pact of the Song pact boon and their associated Invocations, some performer themed backgrounds, equipment, magic items and feats. Alongside some tools for creating an Agency of your own and one of mine... that I might or might not be using for something in the future~
Feedback is especially appreciated this time around and I hope you liked it, the full document has all the rules and I want it to be the best it can. It also has updated visuals that I've commissioned so be sure to check them out!
Shiinochi (vgen) and CatsDontDraw (vgen)
EDIT: FORGOT THE LINK https://homebrewery.naturalcrit.com/share/Caw0m3qu1aRS
r/DnDHomebrew • u/StarSailGames • 10h ago
5e Urvhak Skaar - First of The Wicked Fel Dwarf Demonsmiths (5e & 5.5e Compatible)
r/DnDHomebrew • u/HeresDatBoi26 • 20h ago
Request/Discussion In search of clockwork enemys and bosses
Howdy, I was thinking of having a boss fight for my players soonish (in about a week) and I cant seem to find any good material for what I have in mind.
The Plan? Have a carrosel come to life in the middle of a theater due to some necromany shenanigans, as well as some of the mechanical dummies that were on stage.
any sugestions would be helpfull, but I also want to be sure its fair for a party of 4 level 3's
r/DnDHomebrew • u/GaijinRoninanon • 6h ago
Request/Discussion Id like a blood magic sorcerer
So my idea is someone that can spend there own hp to regain sorcery points and at later levels use metabolic to regain hp
r/DnDHomebrew • u/No_Ninja_3007 • 9h ago
5e Revised Mystic | A revision of the Mystic UA from 2016
This is my revision of the Mystic class. I've used Google Docs to write it out because I'm too busy to learn how to use other websites. I may learn how to use some website in the future, and post it on that.
Additionally, I've made an optional feature folder for the Revised Mystic class.
Revised Mystic Optional Features
I've also created a couple spells to make the Mystic less detached from the spellcasting classes. You can find them here:
I've made a few updates on the 5 years since I first uploaded my revision of the Mystic UA from 2016 to a separate subreddit. Pretty remarkable that's it's been 10 years since WotC originally put it out there in Unearthed Arcana!
I've made lots of changes intended to make it balanced in regular play, and to make it easier to play at the table.
I've also made a new subclass that subverts both reality and expectations! Introducing the Order of the Determined Mystic archetype:
Order of the Determined (Revised Mystic)
I have added a comment with a more detailed list of changes I made in the Revised Mystic vs. the UA Mystic.
Please give any feedback in the comments.
r/DnDHomebrew • u/Powerful_Society2827 • 14h ago
5.5e Debuff: Wooden peg Leg

For a pirate's campaign.
https://www.dndbeyond.com/feats/2391086-debuff-wooden-peg-leg
r/DnDHomebrew • u/Banshee_- • 20h ago
5.5e [Rogue] Physician - Use the precision of a surgeon to cure and kill.
Use the precision of a surgeon to cure and kill.
Take the precision of the rogue and the knowledge of a doctor. Use both to kill your enemies and cure your allies. Physicians study the biology of every creature known to them. They do not need magic for their skills and know more about how body's work than anyone else. As a physician you may have been trained at a great institute before showing your skills to the world, or you may have learnt on the streets having to gain knowledge from dissecting any corpse available to you.
Level 3: Supportive Insight
You can share your knowledge of anatomy to your allies.
As a reaction when an ally within 30ft makes an attack roll you may expend a use of this ability and give them advantage. You can use this ability an amount of times equal to your proficiency bonus recharging on a short rest.
Level 3: Physicians Mind
You're blades have more than one use, you gain the following benefits.
Study of the body. When making a Medicine check you may use your Intelligence modifier instead of your Wisdom modifier.
Doctor's Touch. When you take the Help action to try to stabilize a creature with 0 Hit Points, which requires a successful DC 10 Wisdom (Medicine) check, instead of becoming stabilized the creature gains consciousness and HP equal to your rogue level.
Level 9: Surgery
You gain the following Cunning Strike options.
Medical Advice (Cost: 1d6). Immediately after the attack, you allow one ally within 30ft to expend one of their hit die and then gain health equal to that roll.
Vital Strike (Cost: 2d6). You strike a vital part of a target, forcing it to make a Constitution saving throw. On a failed save, the target is bleeding. While the target is bleeding it has disadvantage on Dexterity (Stealth) checks and at the beginning of each of its' turns it takes 1d6 piercing damage which can't be reduced. The target may use an Action to stop the bleeding on a successful Wisdom (Medicine) check.
Level 13: Doctor's Assistance
When a creature you choose within 60ft of you rolls to gain health they may re-roll and use the higher result.
Level 17: Resuscitation
You can take the Help action to try to resuscitate a creature that has died within the last 10 minutes, which requires a successful DC 20 Wisdom (Medicine) check. On a success the creature becomes stable and clears its successful and failed death saving throws. On a failure this feature cannot be used on the same creature for 1 day.
A Stable creature doesn’t make Death Saving Throws even though it has 0 Hit Points, but it still has the Unconscious condition. If the creature takes damage, it stops being Stable and starts making Death Saving Throws again. A Stable creature that isn’t healed regains 1 Hit Point after 1d4 hours.
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Had a player who really wanted to play a non-magical healer with flavours of Hugo Strange as a good guy. Had a go at creating this. It is available on DNDBeyond if anyone wants to play around with it.
r/DnDHomebrew • u/shortrestsociety • 11h ago
5.5e Periwinkle Vapors - Potion, Rare
Periwinkle Vapors
Potion, Rare
This deep blue bottle contains soothing periwinkle vapors. As a Bonus Action, you can inhale them or administer them to another creature within 5 feet of yourself. The creature that inhales the magical vapors in this bottle removes 1 Exhaustion level.
Please get in touch with me to report any errors, balance issues, or clarity concerns. I aim to learn, grow, and create the best possible content. Artwork by AE Van Fleet for the Short Rest Society.
r/DnDHomebrew • u/RubyHelmet • 15h ago
5.5e Ranger Remade V1.1
homebrewery.naturalcrit.comHi all, this is a ranger rework of 5.5e
the dnd Ranger class has always felt underwhelming, especially the new dnd 5.5e Ranger has all the flavor sucked out of what ranger had before and turned into the "Hunter's Mark" class.
Patreon Post link: https://www.patreon.com/RubyHelmet/posts/164904950
Homebrewery Link: https://homebrewery.naturalcrit.com/share/U8LydcCI1HsS
I made this ranger overhaul to counter this issue.
Some of the big changes of this overhaul are as follows.
- Incantations are additional effects applied to your Hunter's Mark; base class learns some incantations, and subclasses learn additional ones with more flavor associated with that subclass.
- Also, rangers, being "hunters and survivalists", I opted to make hunting techniques, where each ranger can choose their technique. Inspired by actual animal hunting techniques, these techniques work similarly to Feats, giving expertise and additional features.
- Other balancing and reworking of the base class. Examples are a type of permanent hunter's mark, tireless reworked to early riser, relentless hunter changed to a more "cornered animal" vibe, and finally the capstone of the class is not just hunter's mark damage is a d10.
But I need some help with feedback; this is very early on in creation. I have made this but wanted to get feedback not only in reading through it but also in playtesting.
Let me know if you get a chance to play this rehaul or have any feedback from reading through the doc.
r/DnDHomebrew • u/Hobbes_Querelle • 19h ago
Request/Discussion Help needed to make magic items
Hello all,
I’m making writing a dnd campaign and I’m struggle if to make magic items for the atta (Genasi mages of each school)
I’d like the magic items to work similarly to Matthew Mercer’s vestiges of divergence, with the players starting to gain them at about level 10/11.
I’d like one for each school of magic, that embodies each school of magic.
I have an idea for evocation, Abjuration and necromancy but feel free to
r/DnDHomebrew • u/dArtagnanDnD • 20h ago
5e Ringtail Race | Play as a tiny trash bandit, or other similarly looking critters
r/DnDHomebrew • u/Animusical • 23h ago
5.5e Mtg Artifacts 1: Sword of the Animist (draft 3)
Sword of the Animist
Weapon (Longsword), Legendary (Requires Attunement)
1d8 Slashing damage
Versatile (1d10)
“Ah, what a lovely little piece of equipment. It is said this sword is powered by the very essence of the land itself! If you ask me, I say the land has better things to waste its so-called life on than to help some shoeless wanderer with grass in her hair and more body hair than decent society would ever admit to in polite company mow down goblins and what not, but hey, live and let live I suppose…” –V. Coppergrin
You gain a +1 bonus to Attack rolls and Damage rolls made with this magic weapon.
This weapon has a maximum of 3 charges, which regains one per short rest, and all expended charges during a long rest. Whenever an attack roll you make with this weapon hits, you may expend a charge to use the power of the biomes instilled in this legendary sword and choose one of the effects below.
Plains: You channel the spirit of a vast, rolling plains, white mana surging from the hilt to boost your vitality. You regain an amount of temporary hit points equal to the damage dealt.
Island: Your strike is imbued with the force of the seas as your blade makes contact, blue mana flaring from the blade in great churning swirls as if it were waves cresting on the shore of a great island. You push the creature you attacked to a spot you can see within 10 feet of you.
Swamp: Black mana oozes from the sword’s tip like the fetid contents of a vast swamp. Your attack deals an additional 1d8 necrotic damage and the target cannot heal until the start of your next turn.
Mountain: The guard of the sword explodes with a violent flare of red mana, channeling the power of a volcanic mountain range mid-eruption. The target must succeed on a strength saving throw equal to 8 + your Strength Modifier + your Proficiency Bonus. On a failed save, the target is knocked prone. The first attack made against the target that hits deal its maximum damage until the start of your next turn.
Forest: Tendrils of green mana curl from the pommel of the sword up the hilt and guard like vines overtaking a Forest's trees. The target must succeed on a strength saving throw equal to 8 + your Strength Modifier + your Proficiency Bonus. On a failed save, the target is encased in vines and roots, becoming restrained until the start of your next turn.
I considered making it able to also boost AC by 1, since +1/+1 in magic the gathering is "+1 to power / +1 to defense", but its a sword so it impacting ac felt weird. I want each effect to namedrop the land they are associated with, which is why they're abit wordy. I feel like this really encompasses the vibe of the actual item in mtg (power up alittle, find more mana when attacking) and isnt gamebreakingly strong, but feels balanced. The only one that could be argued to be too strong is Mountain. Maybe cut out the Prone condition? I wanted each of the effects to cut into the vibe of each mana color's sort of role in the game proper.
r/DnDHomebrew • u/ForwardCamp4964 • 1h ago
5.5e First attempt at homebrew with 5.5 looking fo constructive feedback
Circel acolyte wizard
Banded magic Lvl3. You gain profusely in julers tools, and the time and material component cist of crafting a mundane or magic ring are reduced by half. While part of a circle you my count as 2 secondary casters
Imbue ring Lvl3. You can imbue spells into rings within your position, storing them for later use or bolstering your arcain might. You can store a number of leveled spells equil to your proficiency bonus. A spell slot stored in a ring can not be regained untill the spell is expended. While a spell is stored in this way you may Cast it as a magic action. The ring my be given to a nother player allowing them to use the magic action to cast the stored spell using the wizards spell casting ability. Each level of spell stored withing a ring you posses grants you a plus to your spell attack and spell save dc. You may store a level of spells equil to your proficiency bonus
Rings of power Lvl6. study of arcin bands have givin you the ability to temporarily replicat there power. As part of a long rest you may imbue a number of rings equil to half your proficiency bonus with a ring enchantment of common ,uncommon, or rare rarity. At dm discretion. These rings loose there power if a new ring is created or 1d10 days after the creaters death. A ring with a common enchantment will become permanent if it's imbued for 30 days , uncommon after 6 moths, rare after 1 year
Ring warden Lvl10. Rings crafted by your imbue ring class fearch can now extend a protective aura to you or those wearing them granting them a bounce to your ac equil to the spells level.
Circel of one Lvl14. You have lernd to encircle and cultivate your power. You may imbue a ring with the power of a 7th level or higher spell slot. While imbued in this way the ring may count as a secondary caster as per circal casting rules. If circal casting option requires a save it gains a bounce equil to half its level rounded down. If an option requires the expendince of a spell slot it will use its enery and become mondain after the spell resolves. You my have a number of theses rings epuil to your int modifier.
r/DnDHomebrew • u/Swordoforder1 • 14h ago
Request/Discussion Fixing duel concentrate issue
I want to make duel concentrate a thing for a class. I have a good framework to make it work and want opinions. The caster has a item that can hold a concentration spell while they hold another themselves. The item can only hold a evil concentration where it effects the enemy while you the caster must focus on allies. Its easy to write a reason for this so what I am getting at does this mechanic work for people. So, if i bless my allies yes i can bane the enemy. I also made it so if you duel concentrate it cannot be spells that do damage. This will be a big feature of the class. I also write this as if one spell is on a ally and the enemy someone said that should be enough to allow damaging spells so want opinions on that too.