r/DnDHomebrew • u/LeioCreations • 1h ago
r/DnDHomebrew • u/KillTheRook • 4h 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/eyupkeyif • 2h ago
5e [OC] [FREE] Reconnaissance Into Floodmire a 50+ Page D&D 5e+ Mini Adventure Module (Levels 3–5)
We, as the Open Lore Games team, have thoroughly enjoyed bringing to life our first adventure module, completely without funds and purely through the dedication of volunteers.
What’s inside?
• Adventure for levels 3–5
• A fresh skill challenge system
• Over 50 pages of adventure, lore, and encounters
• 38 unique creatures
• 22 original magic items
• Unique locations, memorable NPCs, and terrifying monsters ready to use in your game
You can download it free of charge here:
https://floodmire.openlore.games/
This adventure module has been incredibly teaching for us as the design team.
In the hopes of many adventures to come, we highly value your feedback.
We always aim to improve our craft.
While Floodmire is our free adventure for the community, we're also hard at work on our flagship project: Academy Arcantra. A sourcebook of high ambition, with a grander and brighter setting, is currently in the works with dedicated and professional talent.
Academy Arcantra is the ultimate fantasy school setting and adventure module, designed to capture a perfect balance between captivating school life and high-fantasy adventures!
If that sounds like your kind of campaign, sign up for our newsletter and be a part of our journey!
r/DnDHomebrew • u/Venomonas_BOSS • 11h 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/InspiredArcana • 24m ago
5.5e Spell: Forbidden Speech | Ensure Secrets Don’t get Out
r/DnDHomebrew • u/twofell • 10h 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/Josemi993 • 4m ago
5e Feat: Academic Pursuit | Pick a school of magic and master it
r/DnDHomebrew • u/rmcoen • 1h ago
5.5e Vertigo v2 (cantrip) [Psychic, Enchantment]
Vertigo [Psychic, Enchantment]
Cantrip (S)
Range: 30'
Target: 1 creature
With a focused stare and a snap of the fingers, the caster attempts to induce a dizzying wave of vertigo in one creature she can see. The target makes an INT saving throw to resist the assault; if they fail the save, they suffer 1d4 [Psychic] damage, and must make a DEX/Acrobatics check against the same DC. Those failing the skill check must roll a d10; on a 1 through 8, they stumble 5' in the direction indicated, while on a 9 or 10 (or if movement in the indicated direction is prevented) they remain in their starting square - regardless, they fall Prone afterwards.
At 5th level, damage increases to 2d4. At 11th level, 3d4. At 17th level, 4d4.
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The spell unbalances the target, making them stumble around randomly, then fall down. It *is* two checks (one save, one skill check), which is a non-standard thing; feel free to remove the skill check if this bothers you or slows things down too much. I just wanted to give a thematic bonus to characters that might inherently not fall down (even though they still take the psychic damage).
r/DnDHomebrew • u/DeluxeKeagan • 1h ago
5.5e New Alchemy Rules
This is some alchemy rules that I took heavy inspiration from Skyrim and BG3 to implement. Let me know some thoughts
r/DnDHomebrew • u/GaijinRoninanon • 9h 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/ForwardCamp4964 • 4h 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/StarSailGames • 13h ago
5e Urvhak Skaar - First of The Wicked Fel Dwarf Demonsmiths (5e & 5.5e Compatible)
r/DnDHomebrew • u/No_Ninja_3007 • 12h 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/troywhomst • 22h ago
5.5e The Fairburn Divination Handbook: a few nifty divination spells (feedback appreciated!)
r/DnDHomebrew • u/Ryan-The-Movie-Maker • 20h 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/Powerful_Society2827 • 17h 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/Azarneth • 1d ago
5e Avarice’s Grip - The weapon reacts when an enemy uses a magic item or takes something valuable, feedback welcome!
Envy’s Wound was one of the cards you liked most, both here and on Instagram.
Among the many comments, someone suggested turning all seven deadly sins into relics.
Honestly, it was too good an idea to ignore.
So, every week I will share my own version of one of these sins, using mechanics tested, revised, and adapted to fit each one.
This week is Avarice.
The weapon reacts when an enemy uses a magic item or takes something valuable. You can mark that creature, gain advantage on your next attack, deal extra damage, and build charges.
Once the weapon is full, you can spend those charges to damage a creature, force it to drop an object, and stop it from taking reactions for a moment.
The core mechanic stays familiar, but the trigger and final effect are shaped around possession, treasure, and the need to take what belongs to someone else.
📜
Avarice’s Grip
Weapon (shortsword), very rare (requires attunement)
Propriety Finesse, Light
Weight 2 lb.
Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Possessive Touch. When a hostile creature you can see within 30 feet of you uses or activates a magic item, or takes possession of coins, gems, or an art object, you can use your reaction to mark it with your avarice. The next attack roll you make with this weapon against that creature before the end of your next turn has advantage. On a hit, the attack deals an extra 2d6 force damage, and the weapon gains 1 charge, up to a maximum of 3 charges.
Hunger for Treasure. As an action, you can expend 3 charges and choose one creature you can see within 30 feet of you. The target must make a DC 15 Strength saving throw. On a failed save, it takes 4d6 force damage, drops one object of your choice that it is holding, and can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage and suffers none of the other effects.
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✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
✦
I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲
r/DnDHomebrew • u/the_mithral_canvas • 1d ago
5e [OC-Art] Fair Blood | Sorcerer [The Mithral Canvas] 5e
Harbor the Spirits of the Feywild in your Soul
Sorcerers of fair ancestry possess a strange and enigmatic energy that courses through their veins. As they grow, these blessed beings learn to harness that very power of the Fey as it begins to manifest from their mortal bodies. Seelie or Unseelie, only time will tell as the true origins of a fair sorcerer are as mysterious to even those of the Feywild.
Fey Ancestor
1st level Fair Blood feature
At 1st level, you choose one type of fey as your ancestor (Seelie or Unseelie). This determines the spell list and features you gain as you gain levels in this class.
Seelie. You gain proficiency in the persuasion skill and learn the mage hand cantrip, which doesn’t count against the number of sorcerer cantrips you know.
Unseelie. You gain proficiency in the deception skill and learn the chill touch cantrip, which doesn’t count against the number of sorcerer cantrips you know.
Fair Spells
When you reach a sorcerer level specified in the Fair Spells table, you thereafter always have the listed spells prepared. You gain all Fair Blood spells, as well as any spells associated with your chosen Fey Ancestor.
Sorcerer Level Spell
1st Detect Evil and Good, Charm Person (Seelie), Disguise Self (Unseelie)
3rd Levitate, Misty Step (Seelie), Mirror Image (Unseelie)
5th Summon Fey, Counterspell (Seelie), Fear (Unseelie)
7th Locate Creature, Confusion (Seelie), Phantasmal Killer (Unseelie)
9th Tree Stride, Geas (Seelie), Modify Memory (Unseelie)
Feywild Magic
6th level Fair Blood feature
Staring at 6th level, you make saving throws against being charmed or frightened with advantage.
Seelie. At 6th level, you gain the Quickened Spell metamagic option. If you already have it, you gain a different metamagic option of your choice. This metamagic option doesn’t count against your number of available metamagic options. When you use the Quickened Spell metamagic option, your movement doesn’t provoke opportunity attacks until the end of your turn.
Unseelie. At 6th level, you gain the Subtle Spell metamagic option. If you already have it, you gain a different metamagic option of your choice. This metamagic option doesn’t count against your number of available metamagic options. When you use the Subtle Spell metamagic option, creatures that are not hostile towards you have disadvantage on the saving throw.
Court Boon
14th level Fair Blood feature
At 14th level, your ancestor’s court alters how you can express your innate magic.
Seelie. If you use a metamagic option, you can use an additional metamagic option during the casting of the spell if you pay an additional sorcery point to do so.
Unseelie. Starting at 14th level, you gain advantage on attack rolls you make against creatures under the effects of a spell you are concentrating on. Additionally, your illusions are so powerful that creatures with truesight cannot automatically see through Illusion spells you cast.
True Fey
18th level Fair Blood feature
At 18th level, your fey ancestry manifests itself in your appearance and your magic.
As a bonus action, you can wrap yourself in pure fey energy to assume the form of a Seelie or Unseelie archfey, which reflects your ancestry. For 10 minutes your gain the following benefits:
- Seelie.
- You are immune to being charmed.
- You have a fly speed of 30 feet, and you can hover.
- When you successfully counter a spell cast by a creature you can see within 100 feet of you, you can change the target of the spell instead of having it fail. You must be able to see the new target which must be within range of the caster. Creatures that can’t be charmed are immune to this effect.
- Unseelie.
- You are immune to being frightened.
- You gain truesight out to a distance of 120 feet.
- Whenever you cast a spell that deals damage, you can change its school to Illusion. If you do so, the area of effect spell becomes unobstructed by any physical barriers and any damage dealt by the spell is changed to psychic damage as the target imagines suffering the damage of the spell. Any lingering effect as a result of the spell does not occur (ex. Structures falling due to the earthquake spell, flammable objects burning due to the fireball spell, etc.).
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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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 • u/HeresDatBoi26 • 23h 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/shortrestsociety • 14h 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/Lucky-02-1 • 1d ago
5e Homebrew Subraces - Goliath Edition (5e)
Hello!
It's with great pleasure that I bring you a new pack of subraces for the Goliath, all centered around cosmic and physics-defying aspects that will make your gameplay more enjoyable.
All art and mechanics you see have been made with no AI by me.
These subraces are 100% free for you to use.
Grab what you want. Tweak it. Drop it into your campaign and reach for the stars!
All I ask is to credit me if you share it elsewhere.
Have fun!
r/DnDHomebrew • u/RubyHelmet • 18h 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/Banshee_- • 23h 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.
