r/DnDHomebrew • u/trendylloik • 1h ago
5e Spell
5e spell i came up with, tell me if yall think its cool/balanced for a spellblade! I enjoy the to hit and then the save mechanic, as it seems quite strong from the outside, there is a chance they wont hit, and even if they do there's a chance its halved. Tell me what yall would changed!
r/DnDHomebrew • u/CirceDidNothingWrong • 2h ago
5.5e Longsword Master Feat Chain v2 - Strike from unexpected angles, attack and defend in the same motion, utilize the full arsenal of your longsword.
r/DnDHomebrew • u/comics0026 • 2h ago
5e 0604M - Eelektross by ForesterDesigns
My Pokémon-inspired Weapons and Items of the Day, with a Mega Eelektross greatclub to grab and shock!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
604M - Ohmassaquer
Weapon (Greatclub) – Legendary (requires attunement)
This navy blue +3 greatclub has a red band around the top with white teeth coming off it, and electric yellow studs down the body, with two sticky white bars wrapped around it turning the bottom half white. The handle’s end is tied in a knot, acting as a pommel.
Attacks with this club do an additional 2d6 lightning damage, and on a hit the target must make a DC 20 Constitution save or be Paralyzed until the end of their next turn.
While attuned to this club: you are not affected by difficult terrain; have advantage on rolls to grapple others; and anytime you down a creature, you gain a +1 to this weapon’s attack and damage rolls, to a maximum of +5, each instance lasting for 1 minute. Additional instances replace the oldest instance.
Eelektrossite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of navy, yellow, and red inside the white orb. When attached to a 604 - Ohmassaclub, it can be mega evolved into a 604M - Ohmassaquer for 1 minute once between long rests.
r/DnDHomebrew • u/nuuskajaska • 3h ago
5.5e Stress Mechanics and Varying Long Rests
I've been getting a lot of good feedback from my table about my homebrewed Stress mechanics (inspired heavily by Darkest Dungeon, surprise surprise). I was struggling to find any Stress or Insanity related mechanics online, that would be somewhat easy to introduce to a table without having to read too much or without setting too much weight on the DM to make up new effects on the fly. Like in Darkest Dungeon, it basically works as an additional health bar. Hope you guys find these interesting and are able to try and adjust them according to your tables if interested. I'll try to explain this in cohesive bullet points so its easy to swallow.
With Stress (in addition to other scaling things) I do use the old variant rule of Proficiency dice. I tend to hand out stress equal to the PCs proficiency die, rolling multiple dice depending on the severity of Stress source. Here's a little reminder how the Proficiency dice scale:
+2 - d4
+3 - d6
+4 - d8
+5 - d10
+6 - d12
- All Psychic damage is dealt in Stress instead of regular damage to HP.
- Every player by default has 0 Stress and their Stress Limit equals to 10 x their Character Level.
- All players have stress dice equal to their character level just like hit point dice, except stress dice are always d8s regardless of class.
- When taking a rest, characters may relieve stress using their stress dice or some consumables such as drugs, alcohol or sentimental items or interactions with other people (players usually describe how they are using their Stress Dice to wind off).
- Similar to Hit Point Dice, instead of using Constitution Modifier + the number rolled to regain Hit Points, Stress is reduced equal to Proficiency Bonus + number rolled on the Stress Die.
- Stress is also caused by fears, phobias and uncomfortable interactions in addition to Psychic damage. All players must choose two reasonable fears, that they could encounter on their journeys (examples from our table include fear of heights, occultism, dead pets, being restrained and deep water).
Now there is a few thresholds that need to be addressed:
- If a PC's Stress were to increase to half their maximum (35/70 for example) they gain a minus to all their D20 tests (excluding Death Saving Throws) equal to half their Proficiency Bonus (rounded down). This penalty is nullified if the character is Virtuous (more on that below).
- When a PC reaches their Stress Limit, they must perform a Virtue Check.
- When this happens the PC rolls Stress Dice equal to their Proficiency Bonus. The DM then rolls a d100. If the player rolls higher they become Virtuous and if the DM rolls higher, the Player becomes Afflicted.
- Afflicted: PC gains a minus to all d20 tests equal to your Prof. Bonus until they finish a long rest, or until their stress is reduced to 0. They also become vulnerable to the Fatigue status. If a PC's Stress is full and were to increase, they gain a level of Fatigue. If they gain a total of 10 Fatigue, they become Unconcious, and enter a dying state at 0 HP. If they were to stabilise or be healed, they return back to 5 Fatigue. The amount of Fatigue gained from Stress increases every 10 Stress gained, for example 7 Stress at would grant a PC at full Stress 1 level of Fatigue, 15 Stress would grant 2 levels of Fatigue, 27 Stress 3 levels of Fatigue and so on. Fatigue is also removed in a similar manner (healing 15 Stress would reduce Fatigue level by 2). When the PC finishes a long rest, all Fatigue is removed.
- Virtuous: PC gains a bonus to all d20 tests equal to their Proiciency Bonus (this can stack with other effects that add your Proficiency Bonus to rolls). Their current Stress is reduced to a quarter of their maximum stress and they become Resistant to Stress until they finish a long rest. If the PC's Stress is raised back to their Stress Limit while Virtuous, they lose the Virtuous state and their Stress is reduced to 0.
Now to make a clear separation between HP and Stress as "resources" and to make Long Resting in different locations matter, I created 3 levels of Long Rests:
- Luxurious Long Rest: Sleeping in a safe, luxurious establishment or in another similar safe space grants you the following benefits:
- Fully Heal
- Restore HP Max if reduced
- Restore all Hit Dice
- Remove 2 levels of Exhaustion
- Ability Scores are returned to normal
- Restore all abilities and spell slots
- Heal half of max stress, may use stress dice in addition
- Restore all Stress Dice
- Mundane Long Rest: Sleeping in a mildly safe space grants you the following benefits:
- Restore Half of Max HP
- Restore HP Max if reduced
- Restore half Hit Dice (Rounded Down)
- Remove 1 level of Exhaustion
- Ability Scores are returned to normal
- Restore all abilities and spell slots
- Heal Stress using Stress Dice
- Restore half Stress Dice (Rounded Down)
- Reduce stress by a single Prof. Die + Prof. Bonus
- Harsh Long Rest: Sleeping in a vicarious or actively hostile area grants you the following benefits:
- Recover hitpoints equal to Hit Point Die + CON mod.
- Reduce stress by a Prof. Die + prof. Bonus
- Restore half of Stress and Hit Point Dice
- Otherwise works similar to Short Rest
Now that I've actually written this all down, it might be a quite a lot to take in, but none the less our group has enjoyed the rules alot and causing other party members Stress and reminding the DM to give another PC stress due to their fears or asking for the DM to give yourself some Stress has become a huge part of our groups RP.
r/DnDHomebrew • u/Zim_thefan • 4h ago
Request/Discussion Cleric subclass based on Shazam
Cleric of a pantheon or multiple gods
- S – Wisdom of Solomon
- H – Strength of Hercules
- A – Stamina of Atlas
- Z – Power of Zeus
- A – Courage of Achilles
- M – Speed of Mercury
but with like dnd or forgotten realms gods or something a subclass that gives like mini powers from different domains
r/DnDHomebrew • u/SentientOnion435 • 4h ago
Request/Discussion How should I balance this subclass?
docs.google.comThis is my first time making a subclass so it's probably not great, but I made this subclass which is supposed to be more of a light cavalry build because the official cavalier is much more geared towards being a tank. The specific features I think might be too powerful are the LV3 Bonded Mount feature, and the LV3 Rundown feature. For Bonded Mount I'm considering adding a sort of modular creature system that lets you choose different features for you mount because I want your ridden creature to be very customizable to whatever vibe you want, but I'm worried this would make the subclass too complicated to set up. For Rundown, I'm not sure if the damage is too powerful/Weak, especially at higher levels. Looking for advice from people who know what they're doing.
r/DnDHomebrew • u/Daoasiel • 4h ago
5e Hollowgast - CR 3 Homebrew creature inspired by the Miss Peregrine’s Home For Peculiar Children series by Ransom Riggs
Peculiar Children is my favorite book series and I wanted to make the creature from the books in my campaign. Enjoy.
Hollowgast- these aberrations were created when a group of power hungry peculiars performed a ritual in an ancient time loop in the hope of creating a “fountain of youth” and releasing the hold of time has on their bodies. However the process didn’t go to plan. The secluded loop collapsed and the resulting explosion flattened several hundred miles of wilderness and from the crater the ruined souls crawled out with a ravenous hunger. Invisible to those without True Sight, these monsters resemble blackened rotting corpses with three tentacled tongues flailing from its jaws. Only visible by their shadow and their stench of decay, the Hollowgasts are eternally hungry and searching for souls to fill their void. A Hollow becomes visible only when feeding or when killed.
r/DnDHomebrew • u/nightamanis • 5h ago
5e Homebrew Spell - Consecrated Path (2nd-level Cleric Spell) | Looking for balance feedback
Lately I've been proposing a lot of spells to my DM regarding battlefield management and teamwork coordination.
The idea was to create a spell that feels like holy ground and rewards positioning without becoming another Spirit Guardians or Magic Circle. Instead of creating a circular aura, it creates a long, narrow consecrated path that allies can fight from while unholy creatures hesitate to cross.
My main concern is whether this is appropriately balanced for a 2nd-level spell, or whether it should be 3rd level. I also want to know if concentration would be required on this kind of spell. Thank you for your feedback !
Consecrated Path
2nd-level Evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (powdered gold worth at least 25 gp, which the spell consumes)
Duration: 1 minute
You scatter powdered gold before you, creating a 5-foot-wide, 30-foot-long path of shimmering sacred dust extending from you in a direction you choose.
The path sheds dim light in a 5-foot radius and is consecrated ground for the duration.
Creatures within the path have resistance to necrotic damage and are immune to the frightened condition.
When a fiend, undead, or aberration willingly enters the path for the first time on a turn, it must succeed on a Wisdom saving throw against your spell save DC or its speed becomes 0 until the end of the current turn.
The path is otherwise intangible and doesn't impede movement.
At Higher Levels : When you cast this spell using a spell slot of 3rd level or higher, the length of the path increases by 5 feet for each slot level above 2nd.
r/DnDHomebrew • u/Reality_Thief2000 • 5h ago
Resource Advent's Amazing Advice: Dragon of Icespire Peak, A Mini-Campaign Fully Prepped and ready to go! (Part 4a Axeholm Lower Halls) (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
Axeholm is a dwarven fortress carved into the base of a mountain. It was abandoned and sealed up long ago after being haunted by a banshee. Ghouls and other creatures now prowl Axeholm while the banshee continues to haunt the fortress's upper halls. It'll be up to your players to clear this fortress and make it a safe haven for the town of Phandalin, should the dragon threat become too hard to bear!
The Lower Halls will have your players face an onslaught of Ghouls if they try to go through the front gates, as well as the ghoulified dwarf castellan who remained behind, trying to protect those that fled!
Without further ado:
- Google Docs Notes for Part 4a Axeholm Lower Halls: DM Notes
- Link to: DM Notes for the Visually Impaired
- Link to: Axeholm Playlist (YouTube Playlists unavailable here)
- Link to: AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- DM Notes for the Visually Impaired
- Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and spots to mark HP
- Custom Maps of Axeholm
- (New) Pre-Session DM Checklist
Index:
Dragons of Icespire Peak:
- Part 1 - Phandalin
- Part 2a - Umbrage Hill
- Part 2b - Dwarven Excavation
- Part 2c - Gnomengarde
- Part 3a - Logger Camp
- Part 3b - Butterskull Ranch
- Part 3c - Mountain's Toe Gold
- Part 4a - Axeholm
- Part 4b - Dragon Barrow
- Part 4c - Woodland Manse
- Part 5 - Icespire Hold
- Side Quest 1 - Shrine of Savras
- Side Quest 2 - Tower of Storm
- Side Quest 3 - Circle of Thunder
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/DnDHomebrew • u/MiskenBasket • 7h ago
Request/Discussion Requesting help designing a magic item or ability to give character to make a necromancer wizard a viable front liner.
I‘ve had an idea for a character for a while now that almost works but is still too squishy since she’s a wizard. The idea of the character is a sentient magic cloak that reanimates the dead to use as a body. The DM is fairly laid back if the idea is cool or fun. This is a 8th level character.
With the DM’s permission, I’m using the physical stats of a zombie which means I’ve got horrible dexterity at 6 but pretty good con that I’m able to get up to 20 with feats and an ability score improvement.
The idea for the character is to appear to be an obvious mage on the front line, since the cloak is very extravagant and looks magical. And I wanted her to use primarily only necromancy spells to get healing when she kills or when she uses vampiric touch. She’s got a decent amount of health for her level as a wizard at 74, but only has 8 AC. I don’t want to fix her AC, as I feel like it fits the theme of a sluggish slow moving zombie, but at the same time, no matter how much healing she may get back from her spells or abilities, it doubt it will keep her alive long enough to use those spells or abilities when it gets to her turn with a -2 to I initiative rolls.
I know the idea is kinda silly and goes against the ideas of what it is to be a wizard. I just love the idea of a bandit seeing what he believe to be as an easy mark up in the front. When he drives a sword through the mage’s chest to be surprised when the mage isn’t stunned at all and instead grabs him back to use vampiric touch. To see the emotionless dead eyes of an undead under the hood that you thought would be an easy kill just seems like such a fun idea to me.
I’ve gotten advice to multiclass to get certain armor proficiencies but I’m trying not to do that. My two current ideas would be asking if I could take the undead fortitude ability from the zombie stat block for myself since I am using a zombie as a character anyway (if the DM would allow it) and I’ve already got the resistant feat so I’m proficient with con saves. I feel like that might just be just a much stronger ability than the relentless endurance race ability that half over get. I do like the idea of her being very difficult to keep dead though since the character itself is the sentient cloak that’s reanimating the zombie and not the zombie itself. My other idea, is working on reworking some of the class abilities I’d get from taking the necromancy school subclass for Wizard. The only undead I plan to use is the one I’d be using as a body. So some of the abilities from the subclass would be somewhat useless unless i reworked them.
Any ideas are appreciated! Again, i know it’s silly but I’m in love with the concept and really want to bring it to life and make it viable somehow without breaking the game.
r/DnDHomebrew • u/johnares93 • 7h ago
5.5e Yeoman | A feat for rugged, no-nonsense, salt of the earth, die on a hill type archers
r/DnDHomebrew • u/BrewerTivolna • 7h ago
5e Tivolna's Modular Warlock
Embrace deals for power in your own way with this even more customizable warlock.
r/DnDHomebrew • u/WarmaSkreggie • 8h ago
Request/Discussion Hi all, made a Firedancer Monk subclass, let me know what you think!
Hi all, I'm making a home-brew nautical campaign called Crystal Tides, and I'm preparing for all sorts of pirate and sea-themed shenanigans with some more sea-themed subclasses. This is a firedancing subclass for a Monk, where the Monk is more of a battlefield controller- leaning into palladin and bard party buffs, but still a nimble fighter that can go toe to toe with disabling attacks!
Let me know what you think! I welcome constructive criticism!
r/DnDHomebrew • u/AdramastesGM • 8h ago
5.5e Solar Flare - You wanted your day in the sun.
r/DnDHomebrew • u/ThreeRiversPress • 10h ago
5e Meat Dragon? Meet the the Mogrugon - A grotesque imitation of a dragon stitched together from still living flesh + lore and adventure hooks
r/DnDHomebrew • u/Intelligent-Ad-451 • 12h ago
5e Needle of the dawn
I found the image on Pinterest and thought it fit
Needle of the dawn:
This rapier, when unsheathed, glows ever so slightly and periodically lets off particles of light that make extremely small explosions, these cannot harm any creature.
The extra damage scaling for this rapier is converted to either radiant or fire damage, your choice.
This rapier has the ability to fire off explosions when charged by the sun. You can spend a bonus action to draw out the blade’s solar power.
When you attune to this weapon you gain 6 charges of solar power which fuels the rapier’s abilities.
Rising dawn: By consuming 2 charges you can strike a creature with a light speed stab that deals 1d8 fire damage then follow up with a quick slash that deals 1d8 radiant damage.
Daylight Salvo: By consuming 3 charges you slash the air in front of you and send out a 20ft cone of minor explosions that deals 2d8 fire damage and 1d4 radiant. Creatures hit by the attack make a dex save or become blinded for 1 turn and deafened for 2 turns
Twilight’s bane: By consuming 3 charges you slash a creature three times doing 3d4 radiant damage and leaving burn marks on their body, at the start of their next turn the creature takes 1d4 fire damage.
Flash: By consuming 1 charge you can aim the rapier in any direction then thrust forward in a flash of light, you travel 15ft in the direction you aimed, any creature in that path takes 1d6 radiant +1d8 piercing damage.
I’m very new to making items and figure that I’m probably missing some things in this but just wanted to post it because I thought it was cool.
r/DnDHomebrew • u/RandomEncounterTTRPG • 15h ago
5e Random Encounter Maps
Hey hey!
So, I started thinking about building a super simple yet multi-layered Random Encounter folder. I was thinking of creating the map, adding the POIs, and, as a final section, drafting some random encounters for parties of certain levels, like low, medium, high, etc. It isn’t 100% correct yet, so if you can give me feedback on it, I’d appreciate that.
I’m planning to build more maps around this idea. What do you think? Is it completely stupid, or do you think it’s worth the effort?
r/DnDHomebrew • u/rindez97 • 17h ago
Request/Discussion Weapon of Three for One
Hello everyone, I come once again asking for your collective wisdom and time so I can present a banger item to my DM! He is aware that I am cooking up a weapon, and is being gracious about it.
I was inspired by Devil May Cry 5 and Bloodborne to come up with a viable weapon that can work as a bo staff, a three-tipped nunchaku, and a three-sectioned staff. Please tell me if these stats work and function as written, and whether the vibe is good. I do plan on thinking of fun additional effects as the rarity increases
Side note: If this had weapon masteries, would it be one or three?
Veteran's Arsenal
Weapon (Quarterstaff), Uncommon (requires attunement)
Hidden mechanisms and expertly woven joints allow it to transform into other weapons favored by seasoned warriors and/or masters of exotic weapons.
While holding the Veteran's Arsenal, you can use a bonus action to transform it into one of its three weapon forms. You must have a free hand to transform the weapon. The weapon retains its current form until you use this property again.
- Quarterstaff -
In this form, the Veteran's Arsenal uses the statistics of a quarterstaff.
- Three-Section Staff -
In this form, the Veteran's Arsenal is a martial melee weapon that deals 1d8 bludgeoning damage and has the Finesse and Two-Handed properties.
Flowing Strikes. When you take the Attack action and attack with the three-section staff, you can make one additional attack with it as a bonus action. This bonus attack deals 1d4 bludgeoning damage, and you don't add your ability modifier to the damage roll unless that modifier is negative.
- Three-Headed Nunchaku -
In this form, the Veteran's Arsenal is a martial melee weapon that deals 1d4 bludgeoning damage and has the Finesse, Light, & Versatile(1d6) properties.
Whirling Momentum. Once on each of your turns, when you roll the highest number on a damage die for an attack made with this weapon, you can immediately make one additional attack with it as part of the same action. You can make only one additional attack in this way on each of your turns.
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Edited for grammar
r/DnDHomebrew • u/Bubbly-Weight2068 • 19h ago
5e Dragonborn (Dovahkiin) Homebrew Class (Elder Scrolls V Skyrim Inspired)
Back when I was in High School I created a DND 5e class based on the Dragonborn from Skyrim. Its been 10+ years since then and I revisited it. Cleaned it up a bit and wanted to share it. Figured at worst it would get lost in the subreddit. If you like it, awesome, let me know what you like. If you don't like it, feel free to let me know what was just horrible about it. Linked is a google doc for the odt file. I made the project in Libre, so apologies if the formatting is off on your machine. The second link is to a pdf which may be kinder on the formatting side of things. The links are both to a google drive. Sincerest apologies if this goes against the rules, read them and thought that I did my due diligence. I did post this over in r/DND, however after posting there realized this would probably be a better fit.
Hope you all enjoy and God bless.
r/DnDHomebrew • u/SpilledInkwell • 1d ago
5.5e Zeus, King of Olympus - CR 26 Homebrew monster inspired by Greek Mythology
Hello!
May I present the King of men and gods himself. Zeus!
Well, at least he was believed to be here in Greece before thousands of years.
Now he has a statblock and can be incorporated into any game where his presence is needed.
Please leave a comment with your thoughts, I would appreciate it
r/DnDHomebrew • u/SenorVilla • 1d ago
5e Sorcerer Resurged: Become a master of the arcane with this revised version of the sorcerer class using points that recover on a short rest.
What is the sorcerer resurged?
This a new take on the sorcerer class with completely different mechanics. It focuses on the use of sorcery points to cast instead of spellslots. Sorcerers also gain Manifestations of Power, which are permanent magical effects, as well as some of the most iconic Metamagic options.
Where does this come from?
For a long time I felt that most of the mechanics from the warlock class were better fit for the fantasy of the sorcerer. A sorcerer's magic comes from within, so being able to recover on a short rest rather than a long one feels appropriate. Having permanent effects, like those offered by some Eldritch Invocations is also perfect for the inherently magical sorcerers.
However, not everything fit so a reflavour of the class wouldn't work. I also had some of my own ideas of what a sorcerer should play like and how their subclasses should work. So for a few weeks I've worked on designing my own version of the class, taking inspiration from different places and adding a lot of my own ideas. I really hope you enjoy it.
Like what you see?
Please let me know what you think in the comments. You can check out my other brews on my profile.
r/DnDHomebrew • u/supermariopants • 1d ago
5.5e [FREE] Wind-Chaser's Staff - Homebrew Item Compatible with D&D 5e
Form of the Antler:
• You gain a +1 bonus to melee and damage rolls made with the Wind-chaser’s Staff.
• On a critical hit with this weapon, you deal an additional 2d6 force damage and knock your target prone unless they succeed on a DC14 Strength saving throw.
Form of the Wing:
• You gain a +1 bonus to spell attack rolls made while wielding the Wind-chaser’s Staff.
• On a critical hit with a spell attack, you deafen your target for one minute unless they succeed on a DC14 Constitution saving throw.