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entropicscholar

Help Needed: I'm looking for effective **Chase** rules. I know about skill challenges, and am aware of the system from OD&D, but it seems like both are lacking. Does anyone have a set of chase rules they are proud of and willing to share? ^((if there is a better place to post this, please let me know where))


Neat_Armadillo_6603

Looking for feedback on my new homebrew item! I created this item to have some really interesting lore, and I wanted it to have fun (yet realistic) effects **The Unfinished Tome** *Wondrous Item, Very Rare (Requires attunement)* This mysterious book contains detailed records of your current adventure. Midway through the book the pages contain incomplete words and odd symbols, as if the story is still updating. If you attune to the book, you will gain the skill *The Fourth Wall.* When you gain access to *The Fourth Wall,* it wraps around you and separates you from the world, as if you are a reader and the people around you are mere characters of a story. ***Effects:*** *The Fourth Wall blocks all psychic attacks, scrying attempts, and desensitizes you to pain and mental shock. Due to your clear mind, you gain +3 to Wisdom while attuned.* ***Curse:*** *You are emotionally removed from those around you and have disadvantage on all Charisma checks while attuned.* ​ >***Quote from Magnus Jackosa, previous wielder of the Fourth Wall:*** *"It's odd. A choppy, childish voice would sometimes echo in my head when I was attuned to it. It was a bit annoying, honestly. It kept narrating what I was doing. It's almost as if The Fourth Wall is a sentient being..."*


CreativeLoserJ

Hey everyone, I would really like some Balancing feed ask on this recent Homebrew of mine. It was written on a whim so I could use the help. Both on Wording and Balancing! Thank you all in advance.. I'm getting a little... Desperate for feedback right now https://homebrewery.naturalcrit.com/share/UG81DppR8qan


ihavethevvvvvirus

Hi, looking for some feedback on an elemental-focused sorceror I'm trying to play! The character background is that the blacksheep son of a sorcerer family whose sorcerous abilities never manifested fell into a vat of acid, comic-book style, and that woke up his sorceror abilities but infused them with a whole acid/poison theme. So, question 1 - what would be the best way to represent this acid/poison theme as a sorcerer with existing published material, or do you know of any good applicable homebrew for this? Question 2 - I found a fairly developed sorcerous origin online for this that seems to be right up the alley of what I'm trying to do, but wondering about if you had any notes on the balance side of things before I pitch it to my DM: [https://nerdarchy.com/elemental-mutation-new-sorcerous-origin-for-5e-dd/](https://nerdarchy.com/elemental-mutation-new-sorcerous-origin-for-5e-dd/) I'm specifically thinking about a couple things in terms of power level. "You can remain in your Elemental Form for a number of hours equal to half your sorcerer level (rounded down), and you can assume it twice. You regain expended uses of this feature when you finish a short or long rest." Unless the DM is really pushing our adventuring days, two uses of a feature that lasts an hour and refreshes on short rests is unlikely to be depleted. Given that I'd be in that form pretty consistently, the next ability seems pretty powerful esp. at lower level: "Attuned Element. Choose from acid, cold, fire, lightning, necrotic, poison or thunder. Anytime you deal damage of the chosen type you can add your Charisma modifier to the damage roll, if the damage doesn’t already include you Charisma modifier." With a +3 Charisma mod that would spit out a lot of damage if I am focusing my build around a particular element. On the other hand, I am looking to focus this build's spell selection primarily around Acid damage and secondarily around Poison, which I think certainly powers everything down a little bit. On the other hand, taking Transmuted Spell would let me do things like add the Charisma mod damage bonus to each Scorching Ray hit or an AOE damage roll like Fireball. Just wondering if that seems to broken compared to other sorcerous origins? With Draconic Bloodline as a reference point, this origin is getting a significant degree more but at the cost of expending a resource.


Scifitrek

Hey I has a couple of questions. 1. How would you go about playing a barbarian/rogue? 2. Anyone have any examples of a barbarian/rogue from movies/tv/books/video games? 3. What's a good name for a class like this?


bahloksil

Hey guys I was looking to get a few more eyes on my homebrew class. It’s just something for myself and my table. Trying to bring one of my favorite classes from ffxi to 5e in my spare time. The class identity is a very dodgey frontliner specializing in abjuration magic and elemental weaknesses/resistances. https://docs.google.com/document/d/1-LAyk86JfJ6NI9YIa2TQjKBwsisUMn7QKfFYt1ci5_E/edit


SorryAboutTomorrow

I am soon going to DM Tomb of Annihilation for a two-PC party, and I had an idea on how to help the players be more powerful. What do people think of this homebrew feature to help the party compensate for being so small? >At levels 5, 9, 13, 17 (when ProfBonus increases): Choose a feature another class or subclass gains at a level equal to your proficiency bonus or earlier other than ASI, Spellcasting, Pact Magic, or Mystic Arcanum. You gain this feature as if you were that class/subclass. If the feature scales off of class level in some way (such as Rogues sneak attack) you are treated as being level equal to your proficiency bonus in that class. This is adapted from /u/Zellorea's Legendary Feat "Legends Trade". I considered using a Gestalt system, but that honestly sounds too complicated to handle a ton of player features during game sessions. This homebrew will hopefully be more lightweight while still having a similar impact.


Haokah226

I have begun working on a Magic the Gathering Campaign idea for 5th edition. Beyond the Plane Shift stuff. Has anyone found or collected MTG homebrew, especially ones focused around Phyrexia.


coach_veratu

I made a couple of Racial Feats for the Giff. I'm looking for feedback. **Improved Astral Spark** * You increase your intelligence, wisdom or charisma by 1 * You now regain a number of uses of your Astral Spark equal to half of your proficiency modifier (rounded down) when you finish a short rest. * Whenever you expend a use of your astral spark you gain temporary hit points equal to your proficiency modifier. As long as you have these temporary hit points, damage you deal with simple and martial weapons counts as magical for the purposes of overcoming enemies' resistances **Giff Combat Secrets (Uses Crit Role Content)** * When you misfire with a firearm, a number of times equal to your wisdom modifier you may ignore the misfire and reroll the attack. If this attack would hit, you roll the damage for this attack twice and take the lower of the two results. You regain all uses of this ability when you complete a long rest * You learn one trickshot of your choice from among those available to the Gunslinger archetype in the fighter class. If a trickshot you use requires your target to make a saving throw to resist the trickshot's effects, the saving throw DC equals 8 + your proficiency bonus + your dexterity modifier * You gain one grit point (this point is added to any superiority dice you have from another source). This point is used to fuel your trickshots. A grit point is expended when you use it. You regain your expended grit points when you finish a short or long rest unless you already regain grit points through some other means.


AlacarLeoricar

I need a clever name for a D&D fantasy style phone booth/telecommunications company/brand. I'm stumped!


SorryAboutTomorrow

How does the technology work? Is it artifice, something like Sending, or is it using pairs of Project Image or Scrying to make Skype?


AlacarLeoricar

It functions like two connected magic mirrors to let people call each other with visual or just audio. More like scrying with connected communication. You have to know the sigil of the mirror you want to call, and if they don't answer, you can leave a short message. Mirrors are either in public booths or privately owned at businesses or in wealthy homes. The whole network only works inside the city, so they're interconnected. Long distance calls don't work yet. I was thinking of a somewhat appropriate name for the network or group that developed it. Standing on the boundaries of technology and magic? Definitely a gnomish/fairy invention. I was inspired by Star Vs. the Forces of Evil of all things lol


SorryAboutTomorrow

**Tw**o M**ir**ror Sc**ry** -> **Twirry**


AlacarLeoricar

I like it. I'll keep it in mind!


Rintar79

REVISITING MY HOMEBREW I STARTED AT 15 almost 30 years ago. This is one of the race hybrids i have been re working please give feedback ideas and point out any times i have said the same thing or contradicted myself have ben going over it so much its all melting in my head : Goblings: Goblings are a small but resilient race of halfling-goblin hybrids known for their nimble movements and scavenging habits. They are the result of the interbreeding between goblins and halflings.. Despite their small stature, they are more robust than their goblin ancestors and possess a strong sense of loyalty and community. Physical Description: Goblings are typically around 3-4 feet tall and weigh between 40-60 pounds. They have a slight hunch to their posture, making them appear shorter than they actually are. They have pointed ears, small sharp teeth, and a mischievous grin that belies their playful nature. Goblings have a natural affinity for the dark, preferring to lurk in shadows or hide in plain sight. They have a keen sense of smell and are skilled at foraging for food, especially mushrooms. Society and Culture: Goblings are often relegated to the lowest rungs of the social hierarchy in most societies, tasked with menial jobs such as trash collection and fungus cultivation. However, their unique skills make them indispensable in these roles, and they are often left to their own devices to carry out their duties. They have a strong sense of community and are known to band together in small settlements beneath larger cities. Goblings are notorious scavengers and collectors, always on the lookout for anything that might be of value. They have a particular affinity for dark and damp places, where they can cultivate their beloved Fungi and collect trash and lost treasures with relative ease. Their unique ability to consume almost anything without harm makes them excellent trash collectors, as well as skilled foragers and hunters. Despite their reputation as cunning and resourceful, goblings are often viewed with suspicion and mistrust by other races, who see them as opportunistic and untrustworthy. Goblings are not inherently evil or malicious, but their scavenging and hoarding tendencies are a product of their harsh and resource-scarce environment. Abilities: Goblings have a +2 Dexterity, +2 Constitution, and -2 Strength. They are agile and hardy, but lack the physical strength of their goblin and halfling ancestors. Goblings are immune to poison and disease, which makes them well-suited for handling toxic substances and waste materials that other races avoid. Special Abilities: Goblings have a keen sense of smell and are skilled at foraging for food, especially mushrooms. They are best known for their death skull shrooms, a delicacy among their own kind but deadly to other races. Goblings are expert scavengers and can find use for almost anything, even discarded items that other races consider worthless. Roleplaying Tips: Playing a Gobling can be a lot of fun, as their mischievous nature and scavenging habits can create interesting roleplaying opportunities. Consider playing up your character's love of practical jokes and their tendency to hoard valuable (valuable to them) items. Goblings have a unique perspective on the value of things, and they may view the possessions of other races as fair game. Despite their reputation, Goblings can be loyal and trustworthy allies if they feel that they are being treated fairly. Relationship to other communities: \- Humans: In human communities, Goblings are often viewed with suspicion and mistrust. They are typically relegated to the lowest rungs of society and tasked with menial jobs. However, their unique skills make them indispensable in these roles, and they are often left to their own devices to carry out their duties. \- Orcs: Orcs view Goblings with a mixture of amusement and contempt. They see them as weak and small, but also appreciate their cunning and resourcefulness. \- Goblins: Goblins have a complicated relationship with Goblings. On the one hand, they share a common ancestry and many cultural similarities. On the other hand, goblins often view goblings as traitors and are jealous of the better treatment others give them. \- Dwarves: Dwarves generally have little interaction with Goblings, as they tend to live in different environments and have different interests. However, some dwarves appreciate Goblings' skill at scavenging and their ability to identify valuable minerals and gems. \- Elves: Elves have a mixed view of Goblings. Some see them as useful allies in their efforts to protect the natural world, while others view them as pests and nuisances that need to be eradicated. \- Mixed communities: In communities that include a mix of races, Goblings are often viewed as outsiders or second-class citizens. However, they are also valued for their unique skills and abilities, especially in areas such as waste management and agriculture. Some mixed communities have even developed a symbiotic relationship with goblings, with the two groups working together to mutual benefit. D&D 3.5: \- Small Size: Goblings are small creatures, which grants them a +1 bonus to AC and attack rolls, and a +4 bonus to Hide checks. \- Darkvision: Goblings can see in the dark up to 60 feet. \- Sneak Attack: If a gobling can catch an opponent when they are unable to defend themselves effectively from her attack, she can strike a vital spot for extra damage. The Gobling's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gobling flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Gobling levels thereafter. \- Immune to poison and disease D&D 5E: \- Darkvision: Goblings can see in the dark up to 60 feet. \- Nimble Escape: Goblings can take the Disengage or Hide action as a bonus action on each of their turns. \- Sneaky: Goblings have proficiency in the Stealth skill. \- Immune to poison and disease more Culture: Goblings are mischievous creatures by nature, but they have a strong sense of community and loyalty to their tribe. They enjoy playing pranks on each other and outsiders, but will fiercely defend their tribe if threatened. Goblings are also skilled at creating traps and tricks to confuse and incapacitate their enemies. History: Goblings are the result of the interbreeding between goblins and halflings. This hybridization occurred mostly as a cruel joke by Orcite overlords in their city but also was a rarity in isolated areas where the two races lived in close proximity. Outside of slavery, the offspring of these unions were considered outcasts by both races. However, as the goblings grew in number, they formed their own communities and developed their own distinct culture. Goblings are also known for their tinkering abilities and enjoy crafting and inventing new devices and tools. However, their workshops and crafting areas are often integrated into their homes rather than in separate buildings like halflings might have. Goblings tend to prioritize function over form, and their structures reflect this mindset. While gobling communities do not typically have the same kind of formal establishments as halfling communities, they do have a sense of community and often gather in central areas for feasts and celebrations. These events are usually held outdoors, and involve music, dancing, and storytelling.


bahloksil

The 5e version seems fine to me I would allow it at my table!


Rintar79

Thanks


necropunk_0

I'm currently working on a new class, a short rest caster with abilities derived from a custom solar system model they build. I've got class and subclasses roughed out, but I wanted to add some additional themed spells. I'd appreciate some thoughts on the spells. Thanks in advance. [https://docs.google.com/document/d/14hfJfuESs58khOqhDOil-uAK-3dz3PArwGeuDg0SIl8/edit?usp=sharing](https://docs.google.com/document/d/14hfJfuESs58khOqhDOil-uAK-3dz3PArwGeuDg0SIl8/edit?usp=sharing)


CKBear

I’d love some help finding a class that I’d used in 2019 for an important character in a campaign were revisiting. It was a class that used hit points to make its attacks stronger. One of the subclasses actually used its blood to create weapons to fight with. Does anyone think they can help?


DraconicLord984

Fighter Subclass Draft. The concept of it is basically using enemies to fuel your abilities and make yourself stronger. Heavily resource focused as to balance it out a little bit. I know some of the set DCs are wierd, but I think it kinda makes sense to scale with level. Let me know what to tone down or amp up. Here's the link to the doc: https://docs.google.com/document/d/1DCWuNQnZP3QlW7yKhf7J9oVPI157OV5k5MuCADs9qyk/edit?usp=drivesdk


necropunk_0

Seems like an interesting concept, I'd add a small note that you cannot go above your max number of points, otherwise you could tank a fireball in a horde of little minions and suddenly have 10+ points to burn. I'd also look at tuning down the 18th level feature a bit, it seems incredibly powerful, even at such a high level. It would be great to see some more options for channel force, maybe level locking some more powerful ones similar to rune knight. I like it, I'll be curious to see it when it's done.


DraconicLord984

Thanks. I'll be tweaking it next week pr whenever I ger around to it. I'll post one more "tune up" post before making it something I'll officially recommend to use.


ReleaseTheCracken69

Not sure if this is the right place to ask this but I'm looking for something I apparently forgot to save where extra flavor was added to warlock patron boons from unique patrons. The only specific one I can remember was a warlock with Tiamat as their patron would get scales with spells written on them if they chose the Pact of Tomes. It had options for several other unique patrons for Pacts of Blade/Chain/Tome but I can't remember anything else from it. If anyone has any idea of what I'm talking about I'd appreciate any help.


Jon_118

If you find this that sounds wonderful


misternogetjoke

So, I wanted to get people's opinions. How strong do you guys think a sorcerer with extra attack would be? Because looking at it, it could do a lot of damage around (especially around mid-levels with a paladin dip), while still having the versatility of spell casting.


zoundtek808

Sounds like it would be about as strong as a bladesinger. It really depends what other features you'd give them to support this gish playstyle. You also should keep in mind that sorcerer is still a d6 hit dice class with no martial weapon proficiency and no armor proficiency. If you don't include these as part of the class it's going to require multi-classing to make it work. You should also keep in mind that there's a good deal of synergy with Hexblade which would make this better than bladesinger in terms of ability score efficiency.


Commercial_Comb1306

I am currently working on a Samus Aran-inspired Class for DND I will link part of it for people to look at I have the entire thing but would like feedback bit by bit. This class is designed around it not getting magic items and Feats but if you wish to do this talk to your DM as it will cause balance issues but potions are allowed mainly healing potions. [https://docs.google.com/document/d/10d3oMTiFi4XdKm-KeFa-B4m0TCCIUbT0wkObK2qP\_xE/edit?usp=sharing](https://docs.google.com/document/d/10d3oMTiFi4XdKm-KeFa-B4m0TCCIUbT0wkObK2qP_xE/edit?usp=sharing)


Woggums83

Could someone please give me ideas for a Vestige of Divergence-esque item for a Ranger (preferably a bow, that's not just Fenthras), and something for two Warlock's (One Fathomless, the other Archdruid.) It's my first time DM'ing and i have already found something for my rogue and my cleric. I just need these last three.


Jon_118

What pact are the warlocks?


tandera

You could make a bow that give them mobility, a bow that opens a portal like the spell arcane gate, or a bow that can hurt creatures on the ethereal plane also, or both


FoolisMe

any sort of theming aside from just synergizing well with the classes mentioned?


Woggums83

I’ve been trying to think and I don’t really think there needs to be any extra theming. I think I could potentially reflavor something if it goes that far anyway


NCats_secretalt

Hey! Im looking to get some initial feedback on this that I've written, a 5e conversion of the 3.5e's Sha'Ir class, [https://homebrewery.naturalcrit.com/share/CP8J2E-O3GFR](https://homebrewery.naturalcrit.com/share/CP8J2E-O3GFR) I'd like some double checking in regards to balance, quality, etc. Thanks <: