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Welcome to the Arcana Forge! A workshop for works in progress, requests, ideas, inspiration, and more. New to homebrew? Looking for that nudge in the right direction or inspiration to keep going? This is the place for you. Grab a wrench and let's get to work!

If possible I would love some help fleshing out a couple legendary magic items. Sorry off this is wordy, I'll try and keep it a short as possible. 1st item Acari Werashi Weapon Weapon(any versatile or martial melee) +1 deals an additional 3d4 piercing Immune to disease and advantage on poison saves Resist poison damage Cannot be disarmed Bleed on crit(2d4 necrotic damage at the start of a creatures turn until a successful DC10 med check is made)
Curse: you appear as undead to magic detection and are vulnerable to radiant damage. You have disadvantage of saves against blindness. 3charges 1d2+1/Dawn 1 charge to deal 4d10 piercing in a 5x60 ft. Line on a failed DC 17 Dex save. If the save is failed by 5+ the target bleeds(2d4 necrotic damage at the start of a creatures turn until a successful DC10 med check is made) as well.
I'm thinking of making a fighter archetype that is able to use metal gauntlets, and make use of strength for unarmed attacks.
The current idea is a heavily armored combatant with Metallic gauntlets to punch foes with.
ofc I'd like to defferenciate it from monk but still stay a fighter, but I was wondering how much should it rely on AC for defensive options, or if it should have some other means of increasing its survivability.
I thought of adding a special effect on Second wind on top of what it already gives, like a small temporary AC boost or temp hp, or disatvantge on being attacked for one turn (feels too strong). the idea is that they get their guard up for a turn using their second wind.
How important would it be to boost its grappling abilities or give it a few unique battle maneuvers (or very few from the BM's list even).
Also should it have a special use for Bonus Actions that could be a smaller source of damage or some sort of special effect (battle or crowd control). Like a weak attack that attempts to knock foes prone.
I'd love to get input on what I should focus on to play to the fighter's strengths.
It looks like you've found a thematic, "metal gauntlets", without really exploring what that could mechanically convey.
For starters, with or without a gauntlet, let's assume the Fighter takes the Unarmed Fighting Style (from the
Either way, let's say you make an unarmed subclass. AC is a non-issue, because Fighters get all armor types. You would probably want to give them at least 80% of the Unarmed Fighting Style, in addition to some other subclass feature at level 3 as a way to establish baseline competence. When you're not a Monk, the advantages of being unarmed are grapples and shoves, so you would want to build the subclass out encouraging those actions. Plus probably some additional gimmick, to keep it interesting and notably superior to a Barbarian who happens to grapple someone when they otherwise just kill with their greataxe.
So I'm trying to design a race with the ability to transform into a dragonfly and need help deciding on a balanced flight speed (and general balance).
Transforming takes one action, as does changing back to normal. Transformation lasts for 1 hour unless ended prematurely.
Int, Wis, and Cha all stay the same as before. Str=3, Dex=20, Con=9. AC= 16 (leather armour equivalent). HP=2 or 1D4.
They can't cast spells, and MIGHT have a bite attack that deals 1 damage.
They're tiny, probably a shapeshifter, and can be affected by various spells and such which affect undead (due to other reasons unrelated to becoming a dragonfly). They're normally a humanoid.
They have a 5ft walk speed, what do y'all suggest for flight speed? Keep in mind that dragonflies are the fastest insects in the world and capable of traveling 36km/hr (about 30Ft/second), while in game statistics for hawks list their flight speed at 60Ft.
I would think that a 60 ft fly speed would be good. I understand you want the in-game stats to represent the real abilities of a dragonfly, but you also have to be able to balance the race. It sounds like they can change back and forth between humanoid and dragonfly as many times as they want, which is already pushing the boundaries of being fair, especially because the Int Wis Cha scores aren't affected. So this class can do scouting way easier than a familiar or someone who has been polymorphed.
I'm making a homebrew race based on the pokemon Espurr, this is one of the trait's I'm giving them
*you gain 1 Psi point per level, and recharge them on a Long Rest
So here's what I need help with: I'm debating whether I should change the dammige of this trait to 1d12 or 2d8, so I'm wondering if that would be to OPed?
if context is needed for the rest of the race traits:
So Have a Toriko/foodwars game i am playing in and wanting to make a Druid that loves to turn into the animals he cooks and he can better get a feel for his prey/dinner.
Any thoughts on a druid circle or should i just stick with Circle of the moon.
P.s. is my back up character my main is a Grilladin.
A little question, anyone know a weapon of the likes of the ropecaster made by
Like, fun weapons that can be made using medieval technology?
This is more technical question, but how can you get an image to show in the preview of the topic?
What is the best resource for making new classes?
This feels like a stupid question. But are there any feats, "official" or UA for 5e that allow you to frighten enemies, I'm aware of the one I believe DragonBorns are able to get, But I've been unable to find one for other races/classes in general
How would you balance a feat that lets you use scrolls from another spell list? +1 to an ability score? Or is it powerful enough as is?
Hmm. Access to scrolls would vary so much based on DM. I'd be inclined to err conservative, and balance it as a full feat. Also probably include the "the spell's level can be no higher than half your level (rounded up)" restriction from the Ritual Caster feat.
A little question here... is there any plant based druid?
Just to add, there are plenty of homebrewed plant based druid circles.
Try use the 'search' option and pick out the one you like the most.
I made this one a while ago.
If a player wanted to play a valor bard, and wanted a house rule (that doesn't need to at all be super strong) that gives an additional way of using bardic inspiration that doesn't buff friends, what would you give?
Maybe they could add one of their inspiration dice to a performance/intimidation rolls. Or were you looking for something more combat focused?
I have an idea for a dragonborn-exclusive fighter archetype built around the race's draconic heritage and would like some input on my basic idea for it:
Overall this seems like a cool idea for sort of an elemental dragonborn fighter. However, the capstone ability is just too weak, and it seems like you've recognized this a little bit as well. So my suggestion is in addition to the flying speed, you also have your breath weapon do an extra 1d6 of damage
Hey, how's it going? Was wondering whether this a CR 2 monster, thanks in advance!
AC: 11 (16 with barkskin) HP: 27 (5d8 + 5)
Challange: 2
Explosive Death: When it dies, magical force lashes out from it in a 10-foot radius as it implodes. Any creature in that area is pushed back 5ft., and must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) force damage and, if it is standing is knocked prone. If the saving throw is successful, the creature takes half the damage and isn't knocked prone.
Innate Spellcasting: It's innate spellcasting ability is Charisma (spell save DC 13). The transfigured dryad can innately cast the following spells, requiring no material components:
It's a strong 2 (definitely tougher than the MM Druid), but I'd say this is on par with other high-2 creatures from VGM and adventures.
I'm working on a rune-magic focused Artificer subclass, and I'd love to get some feedback and thoughts on it.
I'm particularly interested in thoughts on Runes as a mechanic. I'm going for a slightly lower power but more flexible sort of enchantment, so most runes have 2-3 different options. I'm planning on creating other sub-classes that can use runes, which is why they're not just separate Infusions.
Artificer Specialization
Artificers focus on the cutting edge of magic, pushing boundaries and inventing new enchantments. The Runesmith marries this experimentation and forward thinking with deep knowledge of the past. They can create magic items of unparalleled complexity, and pair them with ancient runic enchantments. Soldiers under the care of a Runesmith find themselves equipped with powerful defenses that can, at a moment notice, be turned into an offensive advantage.
Bonus Proficiencies
When you adopt this specialty at 3rd level, you gain proficiency with your choice of smith's tools, woodcarver’s tools, or calligraphy supplies. If you already have proficiency in all of these, you gain proficiency with one other type of artisan's tools of your choice.
Runesmith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Runic Infusion
At 3rd level, you add the Scribe Rune infusion to your list of known infusions. This infusion is in addition to your normal infusions known. One item infused with this infusion does not count against your maximum infused items.
Each time you gain a level, you can replace the rune associated with this infusion with another rune that you qualify for.
Scribe Rune
Using this infusion, you scribe a particular rune into an item. You can learn this infusion multiple times; each time you do so, choose a rune that you can inscribe with it, picking from the list of runes in chapter Y. Use your Artificer level to determine if you qualify for a rune.
When the inscribed rune is expended, this infusion immediately ends.
Warding Rune
At 9th level, you have learned how to create warding runes.
Once per day, you may cast Glyph of Warding without material components. Casting the spell this way uses a spell slot as normal (including using a higher level slot).
When you use this ability, any existing Glyphs of Warding you created using Warding Rune disappear.
Improved Rune Craft
At 15th level, you add another copy of the Scribe Rune infusion to your list of known infusions. This infusion is in addition to your normal infusions known. It does not count against your maximum number of infused items.
In addition, you can combine your Scribe Rune infusions, inscribing two runes on one item.
List of Runes
Each rune has different effects depending on what kind of item it is being applied to. If an item being inscribed qualifies for more than one effect, choose one. Some runes can be expended. Once a rune is expended, it loses the benefit of the scribed rune, and the runes fade into a blackened mark.
Armor Non-magical slashing, piercing, or bludgeoning damage that you take while wearing this armor is reduced by 1.
Shield Immediately after being hit by a melee attack, you may use your reaction to expend this rune. Doing so deals 3d6 Cold damage to your attacker, and they are restrained until the end of your next turn.
Weapon Weapon attacks made with this weapon deal 1 bonus cold damage.
When you hit a creature with a weapon attack using this weapon, you may expend this rune. Your target must succeed on a Strength Saving Throw or become restrained for 1 minute. At the end of each round they may repeat the save to end the condition.
Prerequisite: 6th level
Armor/Clothing As an action, you may fly up to your speed. You must land on solid ground or fall.
You may expend this rune as a reaction, gaining the benefits of the featherfall spell with a duration of 1 minute.
Prerequisite: 6th Level
Armor/Shield This rune has 4 charges. Once the last charge is used, the rune becomes expended.
Anyone wielding this item can use a reaction immediately after being hit by a melee attack to expend 1 of the rune’s charges and deal 2d6 Force damage to the attacker.
This damage increases by 1d6 at 11th level.
Weapon As an action, you can expend this rune to cast the Spike Growth spell (DC 13), centered on you, by driving the weapon into the ground. The spell lasts 10 minutes, or until the weapon is removed from the ground, whichever comes first. You may move through the affected area without taking damage.
Armor/Clothing/Shield Absorbs fire damage up to your level times 2. It cannot absorb more than this per day.
You may expend this rune as an action. All creatures within a 15-ft cone in-front of you must make a Dexterity saving throw. A creature that fail takes fire damage equal to twice the damage the rune has absorbed this day.
Weapon Weapon attacks made with this weapon deal 1 bonus fire damage.
When you hit a creature with a weapon attack using this weapon, you may expend this rune to deal 3d6 bonus fire damage on the attack.
This damage increases by 1d6 at 5th, 11th, and 17th character level.
So if a rune is expended, can't you just inscribe it again? It seems like you could replace all of your "expended rune" stuff with "only once per day"
Hello! I've been a bit of a d&d enthusiast for a while. I played 3.5 back in the day, but I normally stuck to barbarians and melee types. I'm starting at a new table in a fresh campaign based in Wildmount. I'm playing a Bladesinger wizard and my DM has allowed me to Homebrew a named spell for my character. She won't get it at start, but eventually learn it as she gets stronger.
This is my first attempt at home brewing a spell. Do not be gentle. (Nexma is pronounced Neh-chi mAh)
Nexma's Spell Corruptions
4th-level Abjuration Spell
Wizard, Bard, Sorcerer
Casting Time: 1 Reaction
Range: 30 Feet
Components: V, S, M (A star sapphire worth 500gp. A bone from a roasted chicken that is consumed by the spell.)
Duration: Instantaneous
When a spellcaster within 30 feet of you casts a spell that you can hear, as a reaction you can interrupt the spell.
If the opposed spellcaster is unwilling, they must make a concentration check against your spell save dc. On a success, the spell continues unchanged.
If they fail, you identify the spell and it's components and can rework one part of the spell allowing you to change one of the following parts of the spell.
Casting Time: Increase or decrease the casting time. You can increase the casting Time up to 1 round times your spell casting modifier, or decrease a one action spell to a bonus action as if quickened. The opposed spellcaster can cancel the spell as an action on their next turn and the spell is lost.
Target: If the spell is a ranged spell attack or area of effect spell, you can the change the intended target of the spell to any number targets the spell can affect up to your spell casting modifier that are within the spells range. If it's a touch attack, it becomes a self spell and the spellcaster automatically fails to save against it as it backfires.
Damage: You can change the damage type, or increase/reduce the total dice by your spell casting modifier. If you reduce, you can only reduce it to 1die. If you increase you can only increase the die count up to double the original die count.
Concentration: If the spell you're interrupting is a concentration spell, you can force it to fail and the target spell immediately ends without taking effect. Or your can take over the concentration requirement of the spell itself. You can only concentrate on the target spell a number of rounds equal to your spell casting modifier even if it's original duration is longer.
At Higher Levels.
Casting Nexma's Spell Corruption using a spell slot of level 5 or higher imposes disadvantage on the opposing spellcasters concentration check, unless if doing so the spell slot used is higher than the opposed spell, then the concentration check is an automatic failure.
Every 2 spell levels above level 4 that you cast Nexma's Spell Corruption, you can add one more modification from above to the target spell. You can not use a modification category more than once.
Any changes you might suggest would be appreciated.
Hey guys! I've been working on this Homebrew Ranger subclass for a while, and I finally decided I should post it and see what kind of feedback I can get on it. I don't have a group to test it with, so I was hoping to get some help polishing/balancing. Thanks!
Magi Hunter
The Magi Hunter archetype means you have witnessed the damage that magic can do when it is placed in the wrong hands. You have committed yourself to protecting both civilization and the wilderness from this rogue magic, and have trained in special techniques to accomplish this goal.
Magi Hunter Magic
3rd level Magi Hunter Feature
You have had special training to deal with threats from creatures that can use magic, in addition to your normal ranger training. Your skills with this art grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Magi Hunter Spell table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Magi Hunter Spells
Ranger Level Spell
3rd identify
5th hold person
9th dispel magic
13th counterspell
17th hold monster
Hunting Hounds
3rd level Magi Hunter Feature
You have learned to reach out to the spirits of nature themselves to ask for aid. You can summon two fey spirits that manifest as Hunting Hounds, and will travel with you. These creatures can resemble dogs, wolves, cougars, or any other similar 4-legged creature, and they often have fur that is an unusual color. The hounds are friendly to you and your companions, and they follow your commands. You can communicate with them both telepathically and verbally.
In combat, the hounds share your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to attack or to take the Dash, Disengage, Help, or Hide action.
If one of your hounds is reduced to 0 hit points, it releases its physical form and returns to the Feywild. At the end of a long rest, you can spend 5 minutes resummoning any hounds that died.
Hunting Hound
Medium fey, chaotic good
Armor Class 13
Hit Points Equal to three times your level in this class + your Wisdom modifier
Speed 30 ft.
STR 12 (+1) DEX 17 (+3) CON 12 (+1)
INT 14 (+2) WIS 13 (+1) CHA 11 (+0)
Skills Perception +3, Stealth +5
Senses passive Perception 10, Darkvision 30 ft.
Languages Can understand any languages that you speak
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage
Protective Instinct (1/day). If an ally within 5 ft of the hound would be hit by a spell attack, the hound can cast the shield spell on the target ally and on itself. If the ally moves out of range before the start of the hound’s next turn, they lose the effect of the shield.
Spellcaster’s Bane
7th level Magi Hunter Feature
Your training has allowed you to master the art of tracking down magic users. You gain an additional Favored Enemy: Spellcasters. When you are tracking a group of creatures, you can immediately tell if any of them have the ability to cast spells. You have advantage on Intelligence checks to recall information about spell effects and identify spells in use. You gain proficiency in arcana if you don’t already have it. You do not gain an additional language from this ability like you would normally from a Favored Enemy.
Strengthened Bond
11th level Magi Hunter Feature
As you grow in power, you begin to strengthen your connection with your hounds. When you reach 11th level, they gain the following effects:
Spell Unravel
15th level Magi Hunter Feature
Your understanding of how spells are cast has given you insight on how to disrupt them. As a reaction, you can stop a creature that you can see within 30 ft. of you from casting a spell and the spell slot is still consumed. When you do this you can force the target to make a Wisdom saving throw against your spell DC. If they fail, they cannot cast spells until the end of your next turn. You can only use this ability once per long rest.
Gaining two beasts kind of thumbs it's nose at the Beastmaster. While that has issues, I think this doesn't really fix any of them and then doubles down on some crazy action economy. Can both of them attack on a turn? It seems a little odd to have two and then not be able to use two.
You also double down on the issues with Favored Enemy, where you've really based most of the subclass on spellcasters, and if you don't meet many casters, then you don't really have a subclass.
These seem like two separate ideas, the hounds and then the anti-magic. I wonder if you could do this as an alternate Horizon Walker, not someone who can travel, but someone who keeps the boundaries. I'd try to expand it to abominations at least to include that idea.
I have here a simple(ish) School of Necromancy variant for Wizard, meant to remove the emphasis on undead armies and shifting it towards the manipulation of life force instead. I'm not sure how it is, though.
The wording is wonky, I know. Sorry about that. I wanted to make it an edited version of School of Necromancy rather than its own fully independent thing for the sake of simplicity.
I think this mostly looks like a cool variant subclass, but I am a little confused about the scatter lifeforce ability. The first option makes it sound like the creature you are targeting with a damaging spell will gain hit points back, which seems counterproductive. I'm assuming you meant something else by that.
Sorry if this question doesn't fit here but is anyone familiar with a module or set of rules that goes over giving player's control of a kingdom and its resources? I'm thinking of imposing some sort of doomsday clock mechanic on the players, much like XCOM's Avatar system, and I want my player's to have the think about what to prioritze over what, but also allowing them to use the kingdom's resources (gold and men) to not feel totally overwhelmed by allowing them to assign those resources to lesser tasks. Of course, all these tasks would impede the doomsday clock in some way.
TLDR: Is there a module or set of rules governing how player's could handle controlling a kingdom and all that entails? Ex: resources and reputation with other kingdoms
I think Matt Colville has made something that suits what you are looking for.
But you can always check Dms Guild for things like:
Which was the first search result I got, don't know if it has what you are looking for.
Something else on this site:
A Druid subclass I've been working on, implementing some feedback into this version. It's intended to be a non-shifting melee subclass.
Circle of Metal
2 - Metal armor and shields are no longer anathema to you. Gain proficiency in Heavy armor and with the Light Hammer, Warhammer, and Maul.
2 - Learn Shocking Grasp, gain an expanded spell list:
2 - Spellstrike - When you perform a melee weapon attack with a metal weapon but before you roll for the attack, you may choose to empower the strike. To do so, you must expend a bonus action and a use of Wild Shape, then select a Druid spell that you can cast.
Perform the melee weapon attack. On a miss, the spell's energies are harmlessly expended. On a hit, the weapon attack resolves as normal, then the spell is delivered as described below.
6 - Extra Attack. Additionally, Spell Strike now affects the next melee weapon attack you hit before the end of the turn, instead of fizzling upon the first miss.
10 - Gain a third chrge of Wild Shape. Whenever you expend a use of Wild Shape for any reason, you additionally gain THP equal to 2 * your Druid level. If you are wearing metal armor, the THP gained is instead equal to 3 * your Druid level.
14 - something
Cool! Maybe for a capstone you could do something like negating the AC granted by metal armor when you're making a Spellstrike attack. Lot easier to land a hit when your druidic magics cut through plate armor like butter ;)
Was hoping to get some feedback on this spell, intended for a (relatively) low level character to emulate some of the aspects of undeath. This in practice functions as a high level death ward with the capability of permanence at the cost of side effects.
Casting time: 8 hours
Duration: 24 hours
5th level necromancy
Target: self
Components: verbal, material (a coffin worth at least 100 gold, 50 pounds of cemetery earth, moonlight, blood of an unwilling creature no more than 24 hours old
This spell can only be cast under the light of the moon. You temporarily replicate the process of death and undeath on your living body, while binding your soul to the coffin. You must spend the entire casting time within the coffin muttering arcane incantations and gathering necromantic energies. Make a DC 18 charisma saving throw. On a failure you take 8d8 necrotic damage. On a success you heal to your maximum health. After casting this spell you gain the following traits for the duration of the spell:
The spell ends early if the coffin is ever broken or decicrated, such as by the hallow spell. The soul then lingers within the coffin and does not pass on. It cannot be reabsorbed by the caster by magical means short of the wish spell, but can be placed within a new vessel, such as another coffin.
If you perform this ritual every night for a year, the casting is permanent.
This feels reely clunky and not at all worth it, especially not for a 5th Lv. spell... Heck even if this was 1st level I don't think it would be used much.
1st of all for a 5th level spell slot, a casting time of 8 hours, and the restrictions you don't gain much. [you gain the undead cricure type but without the benefits that come with that type other then that you don't have to sleep when preforming a Long Rest for 1 day, [and only if the campaign's setting has a 24 hour clock witch not all campaign world's do]] witch is traded off by the fact that you can't eat normal food anymore
The unable to eat or drink normal foods except raw flesh and blood is basically a penalty, since rules as written there is nothing saying you don't have to eat/drink food for the duration.
the materol components not being consumed make the casting of this spell repeatedly (assuming anyone would want to) viable, but since there not consumed the caster could bypass them completely with a spellcasting focus making them moot.
The line about not being effected by healing spells that don't work on undead is moot, since, that's kind of a self explanatory thing.
dos'nt make sence in the context of the rest of the spell. I'm guessing you meant that if you are killed wile the spell is in effect you can be revived to your undead from via the "Create Undead" spell, but this is'nt clearly explained and as written would not work macanicly unless the DM figured out what you meant and decided to allow it
the paragraph before the permanence effect is extremely confusing when placed in the context of the rest of the spell.
Lastly the "make this effect permanent" is basically impossible since you would be unable to cast the spell during new moons, or when the sky is so overcast that the light from the moon is completely blocked out. and even ignoring that if you ever fail the saving throw (witch considering the DC is 18 is pretty much garenteed to happen eventually even if you have proficiency in Charisma saving throws and have a Chr of 20 along with some way of giving yourself advantage on evry saving throw)
As it is now, in order to use this spell to any sort of reliability you need to be at a high level, and if your at a high level, there are lots of other, better ways to gain the benefits of undeath without losing who you are (Ex. become a vampire, or a litch, or combine spells / class feceres to trap your soul on the meterol plane after death, use the wish spell, ext.)
If you want to fix this spell, sift threw the text with a fine tooth comb and refine the wording so that it's clear what you want it to do, change the duration to at least a few days, make it so that you don't have to eat/drink wile the spell is in effect, make it clear what happens to you when the spell ends or you are killed wile it's active, and make it so that if you fail the saving throw wile under the effects of it the current casting of the spell lasts remains and you can reatemt the spell the next night.
if you want to drop the spell level if you ditch the permanence effect you can probobly drop it to 3ed level,
if you want to keep that effect change the wording to something like "If you maintain the effects of this spell for a full year it's effects become permanent" and you can probobly make it 4th level.
If you want to keep it as a 5th level spell then make it so that wile under the spell's effects you gain the Undead Resilience trait frond in the zombie monster stat block, and gain an immunity to the poison condition and to poison dammige. [again if you keep the permanence effect change the wording of it]
Really just had a question about a possible magic item. I like the idea of a Artificer/Bladesinger who swaps between light and medium, and later heavy armor (Tensers Transformation). Would armor that swaps and has and increasing AC be too powerful? I’m thinking it would take an action to swap from one step to another, and the AC would be Light: 12+dex Medium: 14 + dex (max 2) Maybe have heavy be 20, but only accessible at a higher level based on research/crafting
You're already making the item more versatile (and powerful) than its counterparts, I don't think you should also give it an extra AC bonus. Let it switch between the stats of Studded Leather, Breastplace, and Platemail. That alone is pretty powerful.
Maybe let them improve the enchantment (with +1/+2/+3) as the other players start getting better magic armor, but it should probably lag just slightly behind a regular set of magic platemail.
If you're asking as a player, this seems like something the DM would need to approve because this introduces new mechanics into the game (items that grow with you). If you're asking as a DM, just make sure that the system you're using is fair and balanced, and that it rewards the players for doing awesome things but isn't easy to obtain or improve.
I don't know if anyone can help but i saw on here a while ago feats for villains and cultists and i can't remember the name of it if anyone can find it that'd be amazing for horrifying my players. Thanks a bunch!
Have you tried searching with the given tool?
I'm searching on feats and another time on villains or cultist....lots of results but I don't really know what I'm looking for so I don't think I'll find it. Maybe you'll see it in the results.
I mean I come across many feats that need an evil alignment like:
Attempting to make an out of combat focused Delete Rogue, but with the ability to still function in combat, albeit at reduced effectiveness. No it's not just Assassin.
Cool, but the capstone ability should be integrated at level 3.
Since you're going for out of combat lethality, I'd suggest you model it after something like the Monk's Way of the Open Hand capstone, Quivering Palm.
Taking time to prepare one awesome attack is great since it prevents the "delete" button from being used in combat. It reminds me a bit of Matt Colville's revised ranger that he made for the Chain.
However, you might do better with having a "once per day, you can spend 1 hour observing a creature and make a Medicine check (DC=10+CR) that will cause your first attack to hit it to deal maximum damage." This gets better as you go, and you have some crazy damage as you get to higher levels. Since you'll be out of combat using this ability as well, you can probably get an auto-crit by attacking them while they're incapacitated (sleeping) to get double your max damage. A Lvl 10 rogue with +5 Dex and a +2 dagger will deal 2*(1d4+5d6)+7=75 damage on a successful case. Just an idea, yours is cool too.
Would a feature (invocation?) allowing ranged weapon attacks to be considered melee ones be OP? Player is a Rogue Warlock multiclass.
The two consequences I see and can accept are 1- a very large threat range for opportunity attacks, shooting them in the back as they retreat. 2- Use of Booming Blade (and GFB) at a range. This makes the movement contingent damage more relevant if the enemy is not already in their ideal range, and scales the damage some.
It would also round out synergy and let sneak attack apply rather than abandon it for EB tricked out with it's own invocation(s).
So, I'm attempting to create my own version of the Pugilist. This class concept is based around purely unarmed fighting, and critical hits! It's kinda become a mix between the martial classes, basically a dex-barbarian and monk without ki points. I would like advice on the balance of this class and how I can make the class feel more its own thing.[email protected]_Microsoft_Word_The_Pugilistdocx.pdf
are there any good hosting sites for D&D Homebrew PDF's besides Homebrewy1, GMBinder1 , DM's Gild2 , or Google3 ?
1 cos they don't work well with Firefox
2 cos it's original and D&D inerative content only and anything you post there can only be shared there, and some of the hombrew I make is based on other stuff
3 cos I don't like google cos there a scum bag of a monolithic company
If all you're looking for is file hosting, a number of services do that including Dropbox and
Also, DM's Guild is not "just" a D&D homebrew hosting service. Your stuff has to follow pretty specific rules.
I recently came up with an idea for a spell based on Ky Kiske's
Should it be small deployable walls/areas that can be quickly dismissed and re-summoned, or larger areas that provide a greater potential damage output, but require a higher spell slot? Here are drafts for each concept.
Arcane Charge
1st level Evocation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 10 minutes (C)
You can take a bonus action to magically create a shimmering, immaterial lens of arcane energy in an unoccupied space within range. You can make a lens up to 5 feet long, and 5 feet high. The lens appears in any orientation you choose, and can be deployed horizontally, vertically, or at an angle. It can be free floating or resting on a solid surface.
Until the spell ends, when you make a ranged weapon attack or ranged spell attack through an arcane charge, you deal an additional 1d6 force damage to the target whenever you hit it with an attack, and if the target is a creature, it is pushed up to 5 feet away.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create two charges within range with the same bonus action.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Wall of Energy
5th level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a lodestone)
Duration: 1 minute (C)
You create a wall of crackling energy on a solid surface within range. You can make the wall up to 15 feet long, 10 feet high, and 1 foot thick. Creatures and objects can pass through the wall. It emits bright light out to 60 feet and dim light for an additional 60 feet.
When the wall appears, when you and any creature of your choice within range makes a ranged weapon attack or ranged spell attack through the wall of energy, you deal an additional 2d4 force damage to the target whenever you hit it with an attack, and if the target is a creature, it is pushed up to 5 feet away.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th.
To whoever may see this, thank you for reading, and have a good day.
I'm confused, the spell is listed as a bonus action.
I agree with the other person, I would not call it a wall unless it actually inhibits movement. I'd just describe the size limitations (in feet, not Small which is meant to describe the size of creatures)
So the obvious comparison for this spell is hex and hunters mark, as bonus action spells that improve the damage of each attack.
I don't see a reason that this spell should do more damage then those. While it can't be moved, it doesn't require moving as a bonus action and allows you to deal extra damage to multiple enemies simultaneously. I think it should probably be dropped to 1d6.
I'm also a little worried about the push, mainly because there is also an eldritch invocation that allows eldritch blast to push 10 feet and this would stack with that.
Is it intended that if you shot the attack through two charges it would get empowered twice? If so, that's too much extra damage.
Arcane Charge only works on one shot right? If so I think it's weak. A first level spell usually does about 11 damage, and you're just increasing damage by 4.5. I see, it's a bonus action. So why aren't you just up casting the spell? For one spell at half the damage of the spell slot, and potentially breaking your max spell slot level...that's tricky.
I think I'd avoid using the term wall unless it actually block creatures moving through it, and provides cover. I think I'd call it a lens, and make it specifically immaterial.
For Wall of Energy I think I'd limit it to a number of shots or reduce the damage.
I'm trying to come up with a spell for my arcane trickster (rogue 15/wiz 2). I've found that while I do have unmatched versatility and utility options, even with the SCAG cantrips and Shadow Blade, I'm lagging behind on damage. And sometimes, dead is the one condition you're trying to impose.
Here's what I want:
Here's my first draft:
Flint's Psychic Blade Infusion
When cast using a spell slot of 2nd level or higher, the damage increases by 1d4 per spell slot level above first.
Thoughts? Suggestions?
What's wrong with the Booming Blade cantrip? It's pretty similar to what you're proposing.
At your level it deals 2d8 thunder damage on a hit and another 3d8 if the enemy moves, all that without costing a slot.
Ignoring damage resistance, I would say Booming Blade is the better option, since you get at least as much damage with no use of spell slots, and you have the utility aspect covered by de-incentivizing the enemy to move. You can stay out of reach by using disengage on your bonus action and moving out of range. You can use Shadow Blade, which if you burn a 3rd level slot on, brings your damage up to 5d8 + an additional 3d8 if the enemy moves, + 8d6 if you can sneak attack (which shouldn't be too difficult if you have a fighter or Barbarian who can flank with you). You can do this pretty much every round for 10 rounds without using any extra spell slots.
Now taking damage resistance into account, it's true Booming Blade isn't as effective if its damage is halved. If your DM is using resistant enemies on purpose, they probably either wouldn't approve of a homebrew spell which circumvents that or would give monsters resistance to your damage type. If not, you could simply ask to re-skin Booming Blade with Force damage. Maybe one of the next rewards could be a magic item that allows you to change the damage type of a spell, or your DM could even build a mini-arc around you searching for such an item. That being said, remember that Thunder and Lightning damage are NOT the same thing, so maybe your enemies aren't resistant to thunder?
Pact of the Instrument
You can summon/bond a magical instrument a la pact of the blade. Can use it as a spell focus. When you use your action to cast a spell using the instrument as a focus, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can hear you.
Invocation: Crescendo
Whenever you cast a cantrip, you get your Charisma as a bonus to one damage or heal roll of the next spell of 1st level or higher you cast within the next round.
Invocation: ??
When a spell you cast requires you to target a creature you can see, you can instead target a willing create that can hear you.
What do you think? Too weak? Too strong?
Cool stuff, maybe just let crescendo work instead of imposing a condition under which it works. Warlocks only get a couple leveled spells a day anyway, I don't see why letting them pack a bit more of a punch should be inhibited.
Name for the second: Inescapable Sound, take off the "willing" modifier and just let the warlock do their thing.
Ok, I am working on a character build and want to homebrew a 3rd level Warlock Pact Boon. For reasons I'll not get into here this character is multiclassing Wizard/Warlock. I choose Kelemvor, the God of Death, as an Undying Patron.
I'd like to make the Pact Boon related to either Kelemvor's dogma (listed below):
His elite followers were known as Doomguides and served a dual role of bringers of peace to those who are dying and merciless foes of the undead.
I'd like to find a design space that does not overlap with the existing Warlock Pact Boons and is unique or nearly-unique across classes. My current ideas include:
All thoughts, comments, and ideas are welcome.
Pact Boons Expanded
The pact boon of
I've been working on artifact ideas based on the goddess Tyche, deity of luck and fate.
In case you're interested,
I think you could simplify the item a lot just by having a table of 20 outcomes, some of which are naturally barred by the size of your die. 1 always means drop to 0 HP and the die downgrades, 20 is a single use Wish and you lose the die forever (although since it's capable of granting wishes, I would wish that it never leaves my possession and keep it for other eventual wishes). All the other stuff is kinda just noise to me. Honestly, I'd be cool with an item that has exactly those two outcomes with a risk/reward mentality and a touch of chaos.
This is just my personal preference, as I get tired of rolling on endless random tables. Maybe the item also grants you the ability to impose disadvantage on yourself for an attack roll or saving throw, which grants you one roll where you're immune to it downgrading but it still knocks you out? There's ways to actively make the item more interesting and not just have another wild magic item.
The huge standard deviation is a feature, not a bug. Legend has it, a poor man spent 2 minutes rolling the die, and the next day he was High King of the continent. An unlucky child played with it just once and he fell unconscious in the woods where he was playing, only to be eaten later by the creatures of the forest. One woman spent her whole life rolling the die every day, certain that it would one day bring her riches beyond compare, only to die of old age before it gave her anything but a headache and a hope.
Dnd 5e - I'm working on a mashup of the Undying and Great Old One patrons, taking some abilities from each and making some myself. I want to make the level 6 ability something similar to John Coffey from The Green Mile, the warlock can touch another creature and transfer poison (or an effect like the diseases listed in Contagion) either to himself or to another creature. An unwilling recipient ignores the effect of the condition on a successful Con Save. Probably can only transfer to someone else once per short or long rest, but he can collect conditions as often as he'd like.
This seems like it may be a little weak of an ability as is, so if there is a way to make this more useful/balanced, or if something similar already exists, I would appreciate any advice.
Granting multiple usages per short rest?
How balanced would a race with a very slow flying speed be? I've heard a lot of people call aaracokra broken because they have a 30 ft. flying speed, but what about a race with, say. a 30 ft. walk speed and 10 ft. flying speed?
Itd still be very strong, as it would allow you to out range any melee enemies and still lets you avoid most out of combat obstacles. That said, if you are flying in the air and need to move laterally during combat, you are going to be very slow which could be a huge downside in certain encounters.
I have actually done exactly that on a home-brew revision of the Air Genasi, and found it worked rather well, and well within the realm of balance. While very useful out of combat in does not cause the "problems" that many people have with the existing flying races.
Also for the record Aarakocra actually have a 50ft flying speed. The winged Tiefling variant from the Sword Coast Adventurer's Guide has a flying speed of 30 ft. Though I understand the reasons for peoples objections( it can alter the balance of certain encounters, particularly at low levels and the flying speed of an Aarakocra monk does verge on the ridiculous while also not having to worry about falling damage with the monks slow fall feature), I actually don't consider it broken. Those same advantages in low level in counters can actually be a huge risk as being knocked prone while flying and taking falling damage could easily be enough to potentially render a low level character unconscious or even cause instant-death.
So I have an idea for a homebrew world of mine for armor that's a step above the normal variants of armor. So like a 13 AC light armor, possibly with disadvantage. Would that be balanced, how might I price these items, and do you think I'd break anything by including these?
break? no. It is essentially a +1 AC studded. While that is clearly stronger, it does break anything. What you should remember is provide one for each type of armor so Dex doesn't get an unnecessary buff. Then you just need to be aware of the slight power creep so enemies might need to be incrementally stronger.
Pricing should probably be somewhere in the range of 1500 to 300 gp with also limited availability. Disadvantage on stealth is also a good balancing method but it would have to also fit thematically
My first question would be "why?".
TL;DR: How would I make a darkling PC race? (VGM 134)
Here is what I'm thinking right now:
Race: Darkling
Feat: Elder Transformation
prerequisite: Darkling race
After looking at this and doing some reading, I realized blind sight was probably way too strong to be a racial feature. Much like PHB natural explorer, it takes away challenges rather than giving the PCs interesting ways to interact with the world.
So now my questions are these: for a race where living in pitch black and avoiding light is so central to their lore, what is a decent tradeoff for not having blind sight? And what cool features could I include in an "Elder Transformation" racial feat?
The warlock has an invocation which allows them to see through Magical darkness. Maybe tacking that on would give it that magical darkling bump you're looking for?
I've had a homebrew spell kicking around in my head for a while. I keep losing and re-finding the notes for it I wrote down, so I'm finally gonna commit it to the internet so I don't lose it and hopefully get some feedback to get it finished.
Ambulatory Abode (I'm extremely proud of the name)
5th level Transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (building materials worth 1000 GP, not sure of the specifics)
Duration: Until Dispelled
The spell creates a 15 x 15 ft shack which walks around, a bit like Baba Yaga's chicken hut.
I based the spell off of Awaken and other summoning spells, and from there I homebrewed a few stat blocks for different types of walking shacks, I want there to be at least three forms the hut can take. I've come up with two forms. There's the obvious chicken legged hut, which prioritizes a fast walking speed and the ability to escape enemies without provoking opportunity attacks. And I made a spider legged hut, which has a climbing speed and can deal a little bit more damage. I don't have any ideas for a third form, I was thinking some kind of turtle hut, which has very high defense, but moves slowly, but I haven't statted it out or figured out any of the nuances of the mechanics of players being inside of a walking hut.
Here are the stat blocks for the two forms that I have figured out:
Chicken Legged Hut
Huge Construct, Unaligned
AC: 17
Hit Points: 120 (19d12)
Speed 60 ft
STR: 20 (+5), DEX 16 (+3), CON 10 (+0), INT 2 (-4) WIS 10 (+0), CHA 1 (-5)
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 120 ft (blind beyond this radius), Passive Perception 10
Languages: -
Swift Loping: The Chicken Legged Hut does not provoke an opportunity attack when it leaves an enemy's reach
Talon Stomp: Melee Weapon Attack: +5 to hit, reach 10 ft, one creature.
Hit: 14 (2d8 +5) Slashing Damage, and if the target is a Large or smaller creature, the target must make a DC 14 Strength Save or be knocked Prone.
Spider Legged Hut
Huge Construct, Unaligned
Armor Class: 15
Hit Points: 120 (19d12)
Speed: 40 ft, Climb 40 ft
STR 20 (+5), DEX 16 (+3), CON 10 (+0), INT 2 (-4), WIS 10 (+0), CHA 1 (-5)
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 80 ft (blind beyond this radius), Passive Perception 10
Languages: -
Spider Climb: The Spider Legged Hut can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Piercing Leg: Melee Weapon Attack: +5 to hit, reach 10 ft, once creature.
Hit: 19 (3d8 +5) Piercing Damage
Any feedback would be crazy appreciated! I based the spell's level and material cost off of Awaken and other summoning spells like Conjure Elemental or Infernal Calling. I used the monster creation guidelines in the DMG to make these stat blocks, making stat blocks of creatures with a CR around about the same CR that you can summon with those other summoning spells (though I did put the average damage below the recommended amount for a creature of that CR).
There is a couple of pretty big issues, but they should be easy to fix.
An army of shacks
What made you think that summoning a CR 5 monster with this should last indefinitely and without costing your concentration? A single player can churn out two of these each day. In most campaigns money is not a problem at that stage of the game and even if it was, creating these and selling them for way more than they cost to produce would be an easy workaround.
Assuming that you would not want the PCs to create an army of shacks, here is a simple fix:
Making things simpler
Creating different huts for different occasions (going fast, climbing, etc.) sounds like a good idea at first, but what would players actually do with that choice? They'd make a new hut whenever the need for something different arose, which is more troublesome than fun.
Also, having 3 stat blocks makes the spell description (even though the spell isn't really described at all yet) already overlong.
Here's a simple fix:
This spell should definitely *not* be a useful option to deal damage in combat. I'd consider removing its ability to attack at all completely. It's supposed to be the party bus/mobile home rather than a free extra combatant (which slows down combat considerably).
Here's how I would do it:
"The shack does not take a turn in combat, however while you (the caster) are inside of it, it moves as you direct it on your initiative count and can take one of the following actions on your turn: Dash, Disengage and Dodge. When you are not inside, you can use your bonus action to make it move closer to you to the best of its ability.
Creatures inside the shack have 3/4 cover against creatures attacking from outside of it. Any attacks that miss because of this, hit the shack instead. When the shack's hit points reach 0, it is destroyed and turns into a 10 foot radius of useless rubble that counts as difficult terrain. All creatures inside the shack when it is destroyed fall prone."
I believe this spell has the potential to be a lot of fun at the table (players would love having a "battle bus" of sorts), but it could also slow down combat and imbalance the game if designed poorly.
I made a class based of the knights radiant, it needs work. Im not sure if this is the place to put this but thanks for checking it out and any potential feedback. I did make this a few years ago when I just started playing D&D and had no idea how to homebrew or what balance was.
The Radiants were emotionally broken people. People who had been broken, but then instead of lying down and giving up, they stood straight, shouldered the weights, and found they could continue.
The knights radiant were an ancient order of knights made up of men and women from all walks of life. They were tasked with protecting the world from destruction. Loyal to no nation in particular they were separate. They served everyone. Until one day they all laid down their shard blades and plate and walked away. Spren also disappeared from the world at this time.
Now radiants are appearing again. Radiants are made when a spren bonds with a person. Spren are personifications of forces of nature or emotions. Higher spren like honorspren or cryptic spren are capable of thought. Higher spren form bonds lesser spren are not able to.
Spren personalities: honorspren hold oaths as law and see breaking them as deeply shame full. Cryptic spren are obsessed with numbers and finding mathematical patterns in the natural world. That is the general personalities if known higher spren. Spren individually have their own personalities and are mostly lawful good(honorspren) or neutral good (crypticspren)
A bond if formed when a person says the ideals of their order. There are 10 orders but only two have been described wind runners and light weavers. Their order is based on the person. the spren is a conduit for the power. The ideals are oaths the knights swear, breaking the oaths kills the spren. The ancient radiants broke their oaths and killed their spren. There are 5 ideals. The first makes the bond. The second grants them their power according to their order. Third allows the knight radiant to summon their spren as a bladed weapon (they get to choose once and then they can't change it) called a shard blade.
The weapon must be one they have seen and know the name of. They do not gain proficiency in weapons not already given by the fighter class. The shard blade is a plus 2 of the weapon chosen and does radiant damage. Shard blades have advantage against shard plate. The ancient’s shards still exist. They are in position of kings and high-ranking knights. The only way to get shards is to kill a shard bearer or beat on in a duel. One cannot create new shard blades.
The ascetic/visual appearances of the shardplate/blade are chosen by the knight radiant. This has no effects other than how they look. At level 3 say the first ideal and become radiant at level 5 say second ideal gain wind runner powers at every other level you can gain the ability to hold 2 more gems starting with 20 at level 5.
At level 8 gain shard blade takes one bonus action to summon shard blade
At 12 gain shard plate. Shard plate gives 21 AC. Lore: shard blade makes a person more agile and can take more and harder hits. Does not make person stronger. At level 16 you gain +1 ac and at level 18 +1 ac
Wind runner powers: at level 16 if the knight radiant is reduced to 0 hit points the get back up with 1 and all stormlight they had inside them is completely used up they must take in more.
Stormlight is energy released during a highstorm and can be collected in gems (diamonds emeralds rubies sapphires). Cut gems store more stormlight longer. One use of a lashing is one charge. Every gem has a different amount of charges of stormlight. Rubies=3 sapphires=3 emeralds =5 diamonds= 8. Gems must be left out in a high storm to collect storm light again. Highstorms come every 1d6 days. The day the person becomes radiant (says first ideal and swears the oaths) a highstorm comes. Stormlight must be taken in to be used. While absorbed the stormlight lasts for 5 mins per gems used. Each lashing has a cost of charges to cast it.
A knight radiant can use one gem to heal 1d10+fighter level (it’s a second wind). Can do this once per short or long rest. There are 3 types of lashings.
The Surge of Pressure and Vacuum. This is the Surge used to perform Full Lashings, binding an object onto another; used by Windrunners and Bondsmiths. A basic action must be used for any lashing
A Full Lashing binds objects together for as long as the Stormlight lasts (45 seconds). It is similar to a Basic Lashing but works on different principles. To create a Full Lashing, an object is infused with Stormlight, then pressed to another object. The two objects become bound together with an extremely powerful bond, nearly impossible to break. In fact, most materials would themselves break before the bond holding them together would. Bindspren may appear near objects held by a Full Lashing. (costs 3 charges to cast) Lashings can be kept up so long as concentration is held. Multiple lashings can be held at once, but it will be a DC 18 to hold more than one.
Gravitation the Surge of Gravity. This Surge is used for Basic and Reverse Lashings. With it, the Surgebinder is able to change the direction of his/her gravitational pull and its magnitude; used by Windrunners
A Basic Lashing creates a change in gravitational pull, temporarily altering the magnitude and vector of gravity affecting an object. More than one Basic Lashing can be applied to an object at the same time, to increase its acceleration in the selected direction. (costs 2 charges plus 1 for each additional lashing up to 3) (can be used for pseudo flight you can move your int + int mod costs 4 charges) (can be used to lash some one to a ceiling its like the are falling to the ceiling no save can be made to stop it. A lashings pull cannot be resisted but with a dex saving throw DC 16 if a creature is being targeted it will take half damage on a pass takes one d8 on the fall to what they were lashed to ex. Ceiling and one d8 again on the fall back to the ground)
Fractional Basic Lashings are also possible; a half-Lashing can be used to make an object weightless, and a quarter-Lashing to cut its weight in half. (1 charge cost)
A Reverse Lashing gives an object a gravitational pull, causing other objects to be drawn to it like to a magnet. This Lashing requires the least amount of Stormlight. It is much more difficult to have items that are on the ground pulled to this object because of the strength of the bond they have with the ground. It is easier to pull items in the air or mid-flight, for example pulling arrows towards a shield or bridge. (1 charge cost) can be used to deflect a physical projectile, not spells must make dex saving throw dc 15 uses normal charges (subject to change)
Lashings can be kept up so long as concentration is held. Multiple lashings can be held at once, but it will be a DC 18 to hold more than one.
this is from the wiki I've included the links to the relevant wiki pages the wiki should explain all the background and lore that would take for ever to explain and make this way longer than it needs to be
The First Ideal
Life before death - "The Radiant seeks to defend life, always. He never kills unnecessarily, and never risks his own life for frivolous reasons. Living is harder than dying. The Radiant's duty is to live."
Strength before weakness - "All men are weak at some time in their lives. The Radiant protects those who are weak, and uses his strength for others. Strength does not make one capable of rule; it makes one capable of service."
Journey before destination - "There are always several ways to achieve a goal. Failure is preferable to winning through unjust means. Protecting ten innocents is not worth killing one. In the end, all men die. How you lived will be far more important to the Almighty than what you accomplished."
The Second Ideal
The Second Ideal is said to be different for every Order of Knights Radiant.
The Second Ideal of the Windrunners is revealed to Kaladin by instinct in the midst of battle of the Tower. The Second Ideal for the Windrunners is: “I will protect those who cannot protect themselves.”
The Third Ideal for the Windrunners is: “ I will protect even those I hate, so long as it is right. ”
Arcane sorcerer origin
Your innate magic comes from raw powerful magic. It's like an echo of a spells that are no longer allowed by Gods of magic, or one of your ancestors where close to breaking the rules of magic themself.
1st Etheral Hand
You are missing arm, in a sense. One of your arms is just a spectral projection. You naturally keep it 'attached' to your body. But you learned how to use it to your advantage. For game purposes it counts as a regular limb until dispelled, or under antimagic field. You can recreate it by casting Mage Hand.
You learn Mage Hand cantrip, which doesn't count against your number of sorcerer spells known. In addition you don't need verbal or somatic components to cast it. 
When you cast it you can wield a single-handed melee weapon to make a melee spell attack against a creature within 5 feet of the hand. On a hit, the target takes damage equal to weapon damage + your spellcasting ability modifier.
6th Arcane Flow
Whenever you successfully end a spell with dispel magic or counterspell, you gain Sorcery Points equal to level of target spell, as you steal magic from the spell you foiled. 
14th Elemental Artification
When you cast a spell that deals a type of damage from the following list, change that damage type to force: acid, cold, fire, lightning, thunder.
18th Arcane Sigil
When you cast a concentration spell, you can create an arcane spectral sigil size of a coin, that orbits your head at a distance of 1d3 feet. This sigil keeps concentration on the spell by it's own, so the spell casted does not count as concentration spell, you don't roll for it if taking damage.
You can have only one such sigil active at any time. You can't use the feature again until you finish a rest.
It might sound harsh, but I agree with you it's just in a 'rough' shape. Hope my critic can help you improve it a bit.
The theme seems to keep jumping around, it isn't really clear what the theme of the subclass even is, it feels, looks and acts as just a few random abilities/traits thrown in together.
Ethereal Hand:
Arcane tradition but you go ethereal as the first thing, why not an arcane hand? Also why have you chosen the Mage Hand to be the focus right now? It doesn't come back in either the lore nor other abilities. It seems a bit of an odd one to me it doesn't really feel like it adds a lot to the subclass except from a 'cool factor'. Also you often don't want a sorcerer up and close to the enemy so the spell melee attack seems a bit of a waste when you can just cast spells/cantrips. It feels counter intuative to a sorcerer.
Also it has some serious downsides, dispelled and you drop your weapon immediately, can't use certain things where you need 2 hands for.
Arcane Flow:
Might be a bit strong in certain circumstances and weak when there are no casters or buffs to dispell amongst the enemies. So it might be a bit too niche.
Elemental Artification:
Going the elemental route suddenly? Theme-wise where does it fit? It feels more part of an elemental subclass not for what you described. Also the effect has been used more then once, I find it a bit lacking in terms of originality but that is entirely my own personal prefference.
Arcane Sigil:
Just plain overpowered. Every ability that potentially allows 2 concentration spells to exist at the same time is too strong especially in a team (potential of even more concentration spells together). Just google some of the discussions over the years about that, the combo's that one can make with 2-4 concentration spell in a team are nuts (even with 2 at one person some insane combo's are possible.....funny to use for 1 time maybe but nowhere near balanced).
Also, working on a few Homebrew Spells for Druids, Sorcerers and Wizards that I might as well add here. It's part of rounding out spells of other damage types for Draconic Sorcerers.
Franklin’s Fulmination
Level: 1st
Casting Time: 1 Action
Range: 120 feet*
Components: V, S, M*
Duration: Instantaneous
School: Evocation
Attack/Save: Dexterity
Damage/Effect: Lightning
Lightning arcs, forming a 5-foot-wide line between two solid surfaces that you can see within range. Each surface must be within 120 feet of you and 120 feet of each other. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
* - (a blue dragon’s scale)
Available For: Druid, Sorcerer, Wizard
Level: 4th
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M*
Duration: Instantaneous
School: Conjuration
Attack/Save: Constitution
Damage/Effect: Blinded
Blinding desert sand whirls around a 20-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners. Each creature in the sphere must succeed on a Constitution saving throw or be blinded for 1 minute. The blinded creature can make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends on the creature.
* - (a pinch of sand)
Available For: Druid, Sorcerer, Wizard
Franklin's Fulmination is way overtuned. Compared to Aganazzers Scorcher, it is an average 1.5 damage less (3d6 vs 3d8), up to 120 feet length compared to 30, and it doesn't have to originate from you. All this in a 1st level spell compared to 2nd. This could push the limits at 2nd level but might even be a 3rd.
Sandstorm is fine and very interesting
Ight I'm new to home brewing but like I've been thinking of like a Paladin oath called the Oath of Celibacy and I basically want it to work as like a pacifist tank, where they activate a shield like the abjuration wizard but it breaks immediately if they like attack, but doesn't break at all if someone hits them and they'd have abilities to aggro enemies on to them and such. Does this seem like a viable idea?
That depends how you handle it. A right combinations of abilities/feature that use the attack and reaction economy might make it a nice class to play. But even so, it'll only be for a select few since it doesn't seem like it'll do a lot of damage so a lot of people might not like it for that reason alone.
Look at the druid, mostly there for support roles and some awesome CC yet according to the data the least played class...although it's guessing as to why that is, I think people prefer doing damage over other things. But that just my 2 cents.
For now, we can't really say too much since it's only a vague idea. I'm looking forward to see a more prolific idea of this concept with more details and what mechanics and abilities you want to put in on what level.
Okay, I'm trying to make a Warforged Juggernaut martial archetype, which is limited to warforged characters. In intend on having a unique feature that allows you to customize the nature of your Juggernaut, similar to Warlock Invocations or Artificer Infusions. With that, I have some features that I would like to run through here. Not detailed or nice to read like a full description, just a brief synopsis that gives enough to tell you:
I'll take taking two up-votes means this looks good. I guess I will work on this further.
Can someone help me make/balance a legendary magic greatsword that the BBEG wields?
The 6 players are lvl 15, and have a few allies.
Its themed around the four horsemen of the apocalypse, and has abilities based around them. Has four stones, each is attributed to one of them.
These are the ideas I have so far:
War: Make a PC's next action to attack a friendly
Famine: Permanently reduce a stat by an undecided amount
Death: Remove a death save slot
Pestilence: Cast a larger, but less powerful version of cloudkill
I am open to any suggestions. Its wielded by an evil cleric
It seems
I sent a message to the moderators to appeal this but I haven't gotten a reply back. Can anyone please help me with this?
Answered in the mod mail, apologies for the mix up !
I'd suggest you either adjust/complete what you've made and post the new version in another thread maybe even delete the other one. Asking for help doesn't work and generally works the other way, mods have their own lives so it might take a while.
Try to read all rules of the subreddit, even if you want to ask things try to use this thread for questions. Once you've gotten the answers use that and post the complete one on a separate thread.
In general the main posts only have questions about a bit of balance (usually specified to a few abilities/traits/features and not the whole document).
You can always ask the moderators in a private message, their names are in the right side of the subreddit.
Question: What class would be best in making a subclass based on the Warforged Juggernaut? I'm guessing fighter, but I can see arguments for the barbarian and even for artificer (after seeing the 5e stat-block for the Lord of Blades in the Eberron book).
I'd say Barbarian, maybe make the rage into an "overclock" mode, and maybe it would turn you into some kindof minogon or something.
What about a spellcasting class that focuses on non-spellslot casting?
Specifically, cantrips and rituals.
It could be called the Mage, a nod to the Magewrights of Eberron, with various abilities to buff cantrips and rituals.
I feel it might compete with Warlock a bit, though, especially Pact Of The Tome warlocks - however, I feel that the Warlock was relatively conservative in the way they approached the concept, and that a different class could take it further, without making the Warlock obsolete.
The real question I have with this is how you're going to maintain the power level compared to other classes. There are a few Hedge Wizard Arcane Traditions that do something similar, but they're attached to a full-caster chassis.
Looking for feedback on a feat for the new Blood Hunter Order of the Mutant. Very rough draft, but looking more for mechanically. It's meant to be strong, but with big drawbacks. I imagine the order of the Mutant like the Witcher taking emergency mutagens.
Emergency Mutegen
You have learned to create very small vials of emergency mutagens that can help you defeat the monster BEFORE you die. You can create a number of these emergency vials equal to half your proficiency level, rounded down. These only last for the day, can only be used by you, and must be recreated after each long rest. It requires a bonus action to open and drink the mutagen, and you can not take multiple of these at once. The following effects last for 1 minute:
You gain resistance to slashing, bludgeoning, and piercing damage from nonmagical weapons.
You melee critical hit range increases by 1, and on a critical hit you roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Your melee weapon attacks add your proficiency bonus to the weapon's damage rolls.
As a side effect, roll a hemocraft die and subtract it from all ability checks and saving throws for 1 minute.
When your mutagen wears off, you must make a Constitution saving throw equal to 10 plus the number of rounds in combat that took place. On a failure, you take a level of exhaustion. If this is your second emergency mutagen per long rest the save is made with disadvantage, and you receive two levels of exhaustion. If this is your third mutagen, then the save is still made with disadvantage, but you receive 3 levels of exhaustion on a fail.
I expect some of the comments will be to strip down the good and bad, and to simplify. This is kinda a shotgun attempt at a feat. I want to be strength based blood Hunter, order of the Mutant with a long sword. I think some of the new changes were great, some not so much, but still underwhelming. This is an attempt to help the character be what I want it to be, and help it keep up with other more optimal classes at a cost.
Looking for feedback on the following magical item:
Ring of Readiness
Ring, rare (attunement)
-You have advantage on initiative rolls.
-You cannot be surprised except while incapacitated.
-When you are forced to make a Decterity saving throw against an effect you can see, you can use your reaction to gain advantage on the roll.
Weapon of Warning is Uncommon and Attunement for similar effects to the first two, but also wakes you and your allies. Instead this gives you a pseudo- Danger Sense. I put it to rare for the third ability and due to it being a ring instead of a weapon.
So, this technically isn't what this is used for, but I didn't see a "general discussion" post (mods, maybe that'd be a good idea every now and then?) and I didn't want to make a post just asking for this:
Within the past couple of months, I remember seeing a cool fire/sun themed Paladin oath that could light its sword on fire and regained HP from taking fire damage, but I can't find it for the life of me. Does anyone know what I'm talking about? I may have hallucinated it.
The only thing I can think of this being is
Questions about homebrew may be asked in this thread.
As for the Oath.....don't remember but it may be too long ago. Do you have a feint idea about what the name was?
Oath of fire?
Oath of the Phoenix?
Oath of the Sun?
Maybe this reminds you of the name, because I fear I won't find it without this time. Also there is also the slight possibility the maker deleted the post and didn't post a new one (really slight possibility).
The idea of this spell came from the weapon-manifesting spells, namely Mordenkainen's sword and spiritual weapon, combined with the idea of replicating the six-arms offensive power of mariliths, the six-armed demon women of the Abyss.
I'm currently torn on what level I should make it, though. I've compared the damage output of various spells, and while it certainly outclasses the 7th-level Mordenkainen's sword (though with how garbage THAT spell is, that's not saying much), I can't see it comparing to something like sunbeam. As such, I would like input on what level this spell should be at.
Marilith Swords
(Sorcerer, Warlock, Wizard)
_th level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (six miniature adamantine swords with grips and pommels made of mithral, each worth 1,000 gp)
Duration: Concentration, up to 1 minute
You produce six swords made of force, which hover around you. When you cast this spell, you can make a melee spell attack with each sword, each targeting a creature or object of your choice within 5 feet of you. On a hit, you deal force damage equal to 1d8 + your spellcasting ability score modifier.
Until the spell ends, you can us a bonus action on your turn to repeat the attacks on the same targets or different ones.
If you're the target of the disintegration spell and you fail your saving throw, you can use your reaction to impose your swords to block it. If you do so, you take no damage, the swords are destroyed, and the spell ends.
At Higher Levels. (For this spell, I intend on expanding its duration when higher spell-slots are used, rather than bolstering its damage output)
Honestly I would say a 7th level slot should be fine - Mordenkainen's sword is a pretty wimpy 7th level spell vs an upcast spiritual weapon. Compounded by the expensive material component it sounds close to what people expected MS to be.
Another good comparison is Crown of Stars - better duration, but limited shots; its roughly 33d10 (actually 28d12 but comparing averages!) at any point over an hour vs 33d10 over 1 minute.
Actually after doing some more math, your spell technically nudges way ahead because of the ability modifier - +5 from casting stat is statistically about the same as another die of damage. maybe drop them to a flat 2d6, or have some kind of limitation? like using your actual action instead of a bonus?
I'm in a Ravnica West Marches campaign, and I've heard complaints that rarer weapons (pikes, flails, etc) don't have enough variation, so I made some enchantments that can be used on most weapons, inspired partially by Cadence of Hyrule.
For reference, we use
All in all, what do you think could be refined about this? First thought is I fear the healing is a bit too much on Vampiric weapons, and that Blightbringer feels a bit too unique for a rare.
[This] (
What about letting them regain 2 ki and HP equal to their monk level as an action 1/short rest?
Yo! I've been working on a spell along similar lines to counterspell, but that also allows for a lot of creative gameplay and interesting fighting for spellcasting
Divert Arcana 1st Level Conjuration Casting Time: 1 Reaction (which you take after a spell you know is cast by a creature you can see or hear within range) Range: 60ft Components: V, M (a concave mirror encrusted with gemstones worth 30gp) Duration: instantaneous Classes: Bard, Warlock, Wizard
You use your reaction to alter the magical energy used by a creature within range as they cast a spell. Provided you hear or see a verbal or somatic component being used, you can force a target within range to make an Intelligence saving throw. On a fail, you change the spell cast to a different spell that you know or have prepared.
This new spell must be of the same school as the one originally cast. If the new spell has effects that are chosen by the caster (such as the disguise in Disguise Self) then you choose those effects. If the new spell has more or fewer targets, you choose those targets. If the new spell does area-of-effect damage, the centre of the area is where the original target for the spell was. If the new spell requires concentration, you must maintain the concentration. All saving throws for the new spell are made using the original caster's spellcasting ability.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you may affect a spell of a slot less than or equal to the slot level you used.
1st of all, you should split the 2ed pargarth into multiple lines, it's hard to read with all that data crunched into 1 wad of text
2ed of all, why is this on the warlock spell list? Warlocks borrow there power from other powerful beings and as such I'm not sure it makes sense for them to be able to manipulate magic in the way listed in this spell?
and why isn't this on the sorrsoror who's entire gimic is being so in tune with magic that they can manipulate it to a grater extent and in ways other casters can't spell list?
The base spell effect needs to set limit's on what level of spell can be manipulated, as right now as it's written, someone could cast this at Lv. 1 to stop another caster from casting Wish
or to use this spell to interrupt someone's casting of Produce Flame to turn it into a casting of Wish
Ex. of a possible reword
I added the last sentence to prevent sananagins were people use this spell to circumvent having to pay materiel components for costly spells
also this is to powerful for a 1st level spell, it should probably be AT LEAST 4th level, since your not only negating the target's spell like conterspell (a 3ed level spell), your also hijacking there spellslot to cast your own spell threw the target's body.
Coming in with a different sort of magic item, often underrepresented (magic shields). Thinking about this one:
Asclepius Shield
Armour (shield), rare (requires attunement by a cleric, druid, or paladin)
Value: 4,000g
An emerald-green shield crafted from everbark, painted with the design of a serpent-entwined rod. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the healing die size increases by one. For example, when you cast cure wounds, you roll d10s instead of d8s.
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
I like the idea - I would just add 1 to every die you roll instead though. Cleaner to word, and roughly the same on average.
This emerald-green shield is crafted from everbark and painted with the emblem of a rod entwined by serpents.
Love it!
I wanted to come up with a race dedicated to being a hive mind that steals the bodies and identities of other people. Its my first time designing a race, so im not so sure how balanced this is as of yet, but do give your critiques please.
Ability score: Constitution increases by 3, wisdom by 2, charisma by -2.
Age: You cannot die of old age, as the hivemind loses its members and replaces them.
Alignment: Your way of living and lifestyle may incline you towards Chaos and Evil
Size: Depends on the current hosts size. without a host, small
Speed: Depends on the current hosts speed. Without a host, 15
Stolen identity:
Alvaeren live secret lives, having taken over the bodies of the fallen to assume as their own. Your movement speed, size, and armour class (if applicable) depend on your host. You are not killed by means such as the removal of the head or other vital organs, and in a case you would reach 0 hit points, you instead are expelled from the host, and the body is deemed damaged beyond repair.
Body theft
As an alvaeren, you have the ability to take over the corpse of a dead humanoid, shedding your old body behind. This takes a full turn. The corpse must be in a reasonable state, and cannot be overly destroyed. Upon doing so, your health returns to 50% of your hitpoint maximum, if it is below such a number. You now assume the identity of this humanoid.
Creatures will be uncomfortable with your presence, and will view you as a horrific monster if they learn of your true nature.
Adaptible form
While outside a host, you are extremely malleable, as if a liquid, and can sqeeze through tight spaces and climb up walls. While in this form, your armour class is 8, and you gain immunity to piercing damage and slashing damage. However, in this form you cannot use weapons, magic, are limited to 20 feet of blindsight and will die without a host after a minute. this time is doubled if in water, and negated if within a jar of a creatures blood.
Psychic damage
Common, undercommon
Having a +3 to an ability score on a race should not be paired with any other ability score increases, even with penalties to balance it out. Also, ability score penalties on races is just kind of a bad move in my opinion. I'd personally change it so they have +2 Con, and +1 to any other ability score of their choice (excluding Charisma, if you want to represent them having less Charisma.)
If you really wanted to keep the penalty, I'd go for +2, +1, and -1. I also don't think having a vulnerability on a player race is a good idea, but psychic damage is rare enough that it's probably fine?
Additionally, Body Theft is way too strong for a race feature, and 'overly destroyed' is too vague to be a rules term.
I would instead have the Alvearen reduce their HP to 1 when entering a fresh corpse, and then allow them to immediately spend hit dice as if taking a short rest (up to a maximum of their proficiency bonus?) as they reanimate and repair the body. This means there's no way for them to freely and infinitely heal to half HP by simply entering a new host, and entering a new host is a risky proposition if their current one isn't already very damaged.
Roughly every six months I rewrite my psion homebrew and it's that time again. I'm still working over the subclasses but I'm hoping to get any feedback I can on the base class features, which I have here:
My concerns are pretty general ones: power level, balance, progression, is it busted? Can wording be clearer or tightened up? In particular it's hard for me to tell if I'm putting too much into the first three levels, One part of me says that it reads as frontloaded, the other says that's just because of the overhead of unpacking psionic spellcasting.
Open to any and all feedback, especially if you can come up with a ribbon-y idea for a lvl 5 feature.
I have a spell based on the Crimson Bands of Cyttorack from Marvel comics, and would like some input if it's balanced enough:
Unbreaking Bands
(Sorcerer, Warlock, Wizard)
8th level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon bands of powerful magical force to wrap around a Huge or smaller target you can see within range. If the target is a creature, it must succeed on a Strength saving throw or be restrained. While restrained this way, the creature can't use any form of extradimensional movement, including teleportation or traveling to a different plane of existence; any attempt causes the bands to tighten, dealing 6d6 force damage, and the attempt fails.
Any creature or object can't be moved by any means short of divine power. In addition, the bands are immune to all damage and can't be dispelled. The target of this spell takes damage from the disintegration spell, roll a d20. On a 1, the bands are destroyed and the spell ends.
If you and at least four other spellcasters cast this spell at once on a single target, this spell instead has a duration of 24 hours and require no concentration. If this is done once every 24 hours for one week, the spell becomes permanent. When made permanent, you or another caster can decide on conditions that would cause the bands to unbind the subject when used. These commands can be made to be general, such as a command word that anyone can say or touch the bands with a key of a specific design, or to be very specific, such as a command word that only specific individuals say or touching it with a very specific item.
At Higher Levels: When you cast this spell with a spell slot of 9th level, you can target a Gargantuan or larger target.
In my opinion this should just be a 9th level spell and let it target gargantuan. This is a save once or suck spell that changes the tide of an entire battle
Fine folks of Reddit, below you will find a spell that has been floating around in my head for a while now.
It is mainly intended for social interaction.
I am looking for feedback on balancing and wording (as English is not my first language).
Christopher's Obfuscation
Hello hivemind,
Hope you're all having a wonderful evening.
I want to share with you a homebrew race I have most recently worked on, the Dhampyr. A race that allows you to play the children of Humans and Vampires in D&D 5e.
I would love to get feedback from you guys. What you like, what you don't like, what you would change etc. All feedback is welcome. The link to the Google Doc is here:
Thank you
Has anyone come across a subclass that emulates the Shadowpouncer build/Blade of Orion from 3.5e? I always love the flavor of a teleporting attacker.
Hello all!
I was hoping I could get some feedback on an encounter I've been building for my BBEG fight at the end of the campaign. It's nowhere near complete, but I'd like some feedback on what I've done so far in case I've done something horrible. That way I don't have to alter my encounter too much.
Sorry for the crazy long post, but here goes:
The homebrewery page is
Some more information, the encounter is going to be built for four level 20 Characters, all with some magical items. It is the final encounter after all. As it says on the description, there's four levels of fiends that must be fought before Baphomet can be challenged, and the fiends can be fought in any order or simultaneously.
The first level will have three fiends similar to the one I've already created, each occupying 1/3 of the platform areas. One focusing on blinding opponents, one focusing on deafening and the last focusing on muting.
The second level is a serpent wrapped around the tower. It's head, body and tail are going to move to different positions around the tower and each has different AC, though they share the same overall health pool.
The third level will have a large fiend that occupies 2/3 of the level that is invulnerable, and a smaller visage of it in the last 1/3. The larger fiend will try to keep the smaller one safe, as when the smaller fiend is killed the large one dies as well.
The fourth level has two eyes, each occupying half the platform area. One eye will focus on shutting down physical attackers and the other will focus on shutting down magical abilities.
Finally, Baphomet himself at the very top. He'll have range over the entire platform area, and will be a very difficult encounter.
I know this might seem like an insane encounter for four level 20 characters, but there is a twist involved. Due to the story of the campaign, the characters are going to have two gods assisting them in the fight. As a bonus action, the characters can invoke one god to completely heal everyone's HP, even if they're at 0. The other can be invoked to restore all spell slots/ki points/action surge/etc. So basically portable long rests. These gods can be summoned five times each, and should hopefully be enough to keep people alive long enough to win.
So, what do you all think? Anything I should change/add/remove? Any critique is welcome! Thanks in advance all.
Hi, everyone! I made this post to the general community last night, but didn't realize there was a dedicated space for getting feedback on homebrew ideas. You'll get the gist of what I was trying to accomplish from my original post, which I've copy-pasted below. Thank you very much for helping me iron out the kinks in this subclass!
Good evening, all!
I was hoping you might take a look at this, my very first attempt at hombrew: a warlock subclass adapted from the 4e Witch (Heroes of the Feywild). I really like the flavor of the original 4e subclass, so I've preserved a great deal of its flavor text and have re-patterned existing warlock class features to suit 4e class features like glorious and dread presence.
I've never DM'd before and have very little experience as a D&D 5e player, so I was hoping the veteran DMs / players here might be able to take a look at this subclass and provide their feedback. I'd be especially grateful for suggested edits to the homebrew spell in the appendix of the PDF: I wanted to nerf cone of cold to make it a first-level spell, but I'm not certain I did so successfully.
Thanks so much in advance! I've included the link below.
V_1.1, incorporating
This subclass does a lot to deviate from the traditional warlock setup.
First off, you begin by describing a witch the way you would describe a new class. Being a subclass, you do not have all that stuff. Instead, it should be generalized and placed under information about your patron. Speaking of which, you should not name a patron. Warlock subclasses are designed so that your patron could be any powerful entity (so long as it fits the profile) and be able to adapt to any campaign.
My recommendation of what you should do: Cut out the entire first page, including the proficiency stuff, as it should be same as the warlock class and does not need to be restated. Make your patron more general. Any fluff should be put under the patron section.
BIG NOTE. You put vital information in a sidebar. DO NOT do that. I missed it in my first read and was very confused by the first level feature. Any mechanical benefits or choices should be listed under the features of a subclass. You are giving THREE proficiencies in this feature and an additional bonus late. Just cut this section as it overloads the subclass. There is also no glorious presence or dread presence 5E unless you are referring to the 1st level feature. Either way, it isn't clear.
As for balance.:
Breath of Night. The spell is fine. It is just a cold damage burning hands.
Witch Doctrine. This should be split into two 1st level features. They are separate from each other and should be presented as much. For the augury part, an extended rest is not a thing. It is called a long rest. I would also instead say that you can cast it once per long rest instead of during a rest. This part also has too much fluff. It takes too long to get the mechanics. Cut it to be short and sweet.
For the charm/fear part, this seems fine overall. This also isn't overpowered so you can let them choose at the moment of casting.
Tides of Fate. Fine balanced. Though maybe you could give it X uses per long rest.
Witching Ward. You do not need to state you know when it ends, that is assumed. This needs an action economy attached to it. So does it take an action, bonus action, or something else? Did you intend to end the effect when the creature fails any saving throw, or just magical ones?
Supreme Glorious or Dread Presence. This feels like it could have more oomph. It just feels like a very very slight improvement on the first level feature. This one I think needs to be reworked.
Question: For a neutral-aligned nature paladin (with none of that twee tenants that Ancients has), do you think the Land's Stride feature of the ranger and Circle of the Land druid would be good as a 7th level feature or should I add something else to make it worth it?
For context on the Land's Stride feature:
It seems slightly underwhelming to me but a lot of the paladin 7th level abilities are pretty situational anyway. Maybe if you made it an aura effect to keep it on brand, like all allies who start their turns within 10 feet of you gain the same movement benefits?
Hello all. In the previous iteration of this thread I posted an idea for an unorthodox class idea, a two-thirds caster. the idea was that they give up 8th and 9th level spells in exchange for access to all spells and some extra flexibility. I have a very early draft of my idea done that I want you guys to rip to shreds. It does not feature the subclasses yet, I will save those until after the base class is balanced. Tell me what you think.
I've been working on a ⅓ caster, monk/tank hybrid. I want to play as a film noir hero and I want a smart fighter who uses intelligence.
Hit dice: 1d10 per Hardboiled Level
Hit Points Hit Dice: 1d10 per level
Armor: Light Armor, Shields
Weapons: Simple Weapons, Longswords, Short Swords and Hand Crossbows
Tools: Thief’s tools
Saving Throws: Con, Int
Skills: You gain proficiency in Perception and Athletics. Choose one from Arcana, History, Religion, Persuasion or Stealth
Nimble and Cunning Your rough upbringing and natural cunning make you a dangerous opponent. While wearing light armor or being unarmored add your intelligence modifier to your AC (minimum 1).
Hardboiled Your quick wits and relentless drive have kept you alive all these years. You won’t go down, no matter what.
You gain the following benefits:
Mentalism Starting at 2nd level, your mind is your best weapon. You can see the best ways to attack and defend in combat flowing through your mind. You can shrug off injuries with your force of will. You have trained and honed your senses. Your access to this state is represented by the number of times you can use this in the mentalism points column of the Hardboiled table. You can use these points to use various mentalism events.
You regain your mentalism points at the end of a short or long rest. You must spend at least 30 minutes of the rest mediating and focusing your mental abilities.
You start knowing three such features:
When you reach 3rd level, your mental willpower bends the world around you, granting you the ability to cast spells.
Cantrips You learn three cantrips: True Strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots The Hardboiled Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the Divination or Transmutation spells on the wizard spell list.
The Spells Known column of the Hardboiled Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Divination or Transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination or Transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through willpower and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Canny Fighter Starting at 3rd level, when you cast True Strike you can divine much more about the target. You gain the following additional benefits:
Ability Score Improvement When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Psychic Power Starting at 5th level, your latent psychic powers begin to manifest. You can spend two mentalism points cast True Strike, Mage Hand or Thaumaturgy as a bonus action without verbal or somatic components. You can communicate telepathically with any creature, which speaks a language you know, within 10 feet of you.
Extra Attack Beginning at 5th level you can attack twice, instead of once, whenever your take the attack action on your turn.
Improved Mentalism Starting at 6th level all dice rolls for the Mentalism features use d8s. This increases to d10 at 12th level and d12 at 16th level.
Mental Strikes At 6th level your mental energy empowers your attacks. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mental Fortitude Starting at 7th level your mental toughness can overcome your physical issues for a time. You can spend 3 mentalism points and use your action to end all negative effects on yourself for 1 minute. You gain 1d8 + your constitution modifier temporary hit points. You must be conscious to use this feature. At the end of the minute all effects return unless removed by other means. You may not make saving throws against effects removed in this way, while this ability is active. Any additional negative effects sustained while this ability is active are retained when it finishes. You must finish a short rest before you can use mental fortitude again.
Quicksilver Thoughts Starting at 7th level you can spend 2 mentalism points to add your intelligence modifier to your roll for initiative.
Mental Ambush At 9th level when any spell or ability affects your mental facilities, such as being charmed or frightened, make an intelligence check against the caster’s spell save DC. On a success you are not affected by the spell and the caster takes 6d6 psychic damage as your mental will overpower theirs. If you have True Strike targeting the caster, you have advantage on the roll. You cannot use this ability again until you finish a short or long rest.
Combat Sense Starting at 10th level you can spend 2 mentalism points to cast True Strike as a reaction when attacked.
Psychic Prowess Beginning at 11th level, you can spend 4 mentalism points to cast Detect Thoughts, Suggestion, Zone of Truth or See Invisibility without verbal, somatic or material components.
Will to live At 13th level you can spend 5 mentalism points to succeed on a death saving throw. If you regain consciousness, you spring to your feet and gain your constitution modifier + your hardboiled level in hit points. You may not use this feature again until you have completed a long rest.
Psychic Seeing At 14th level, you gain 10 feet blindsight. Additionally, you can cast Nondetection, Tongues or Clairvoyance without verbal, somatic or material components once per short or long rest. You can spend 6 mentalism points to cast Divination without verbal, somatic or material components once per long rest.
Absolute Control Beginning at 15th level you have absolute control of your body’s functions. You can spend 4 mentalism points to use up to your proficiency bonus in hit dice to heal while in combat. Additionally, you gain resistance to poison and disease.
Psychic Attack At 18th level you can spend 5 mentalism points to cast Telekinesis or Phantasmal Killer as a 5th level spell without verbal, somatic or material components.
Precognitive At 20th level, you can see a few seconds into possible futures. You may add your intelligence modifier to any saves and to initiative rolls. You gain blindsight up to 120 feet and you can see invisible creatures as if you have the spell See Invisibility active.
I'd put this into a doc. It's hard to read and hard to comment on when it's all in a post.
Do you have subclasses?
It's a bit odd to only have light armor and then force them to take Athletics and not Acrobatics.
So I have a harebrained idea that concerns with the PHB ranger can be addressed in a low-impact way by adding spells which interact or synergize with maligned ranger features rather than trying to rewrite those features or overhaul the class.
The spells:
My intentions with each spell:
(I hate that I can't stop thinking about this because there's nothing the gaming world needs LESS than another take on 5E's ranger.)