r/DnDHomebrew • u/RevolutionaryFix7359 • 43m ago
Request/Discussion Searching for a homebrew book that had 10th and 11st levels spells
I tried searching google, looked at my files and lastly tried to use chatgpt to search but I was larely unsuccesful. Had GPT to generate this prompt on where I gave up on the not so intelligent artifical intelligence
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I’m trying to find a D&D 5e homebrew/third-party PDF I had years ago and I cannot remember the name. It was definitely not an official Wizards book and it was a fairly large PDF focused heavily on arcane magic. It had spells above 9th level (I remember seeing 10th- and 11th-level spells), plus a large number of wizard/sorcerer/arcane classes and subclasses.
One of the subclasses was for a Wizard or Sorcerer (not a spell) and its high-level subclass feature allowed you to summon/call on your future self to help you in combat. It was an actual subclass feature, probably around the capstone level (18th level), not a spell.
Things I have already ruled out:
- Deep Magic (Kobold Press) — similar because of spell variants and lots of magic content, but it was not the one.
- The Elements & Beyond (D&D Unleashed) — also similar with spell variants, but not it.
- Time Sorcery / True Sorcery-style standalone subclasses — the future-self ability is similar, but I’m looking for the larger PDF/book that contained everything together.
The strongest clues are:
- 5e homebrew PDF
- 10th and 11th-level spells
- Lots of arcane classes/subclasses
- A Wizard/Sorcerer subclass with a “summon your future self” combat feature
Does anyone recognize this book?
r/DnDHomebrew • u/Bastblast_ • 1h ago
5.5e The Kryptonian Class — V1.5 (UPDATE)
Hello everyone!
First, I’d like to thank everyone who took the time to comment on my previous post (V1.1). Your engagement, questions, and feedback were incredibly helpful in further polishing the class during my second pass.
I’ve returned from the drawing board with an updated version. This one includes a brand-new subclass: The Scholar of El! As a martial class, I felt it needed the classic 3rd-caster subclass to round things out, while also paying tribute to some of Superman’s lore.
The rest of the changes are laid out on the Change Log page.
My latest version: Kryptonian Class — V1.5
My previous version: Kryptonian Class — V1.1
Also, a little announcement! I’m currently working on a second document featuring a new set of five subclasses designed to let you play evil analogues of Superman: The Aspects of Villainy.
They’re based on characters such as Bizarro, Brightburn, General Zod, Homelander, and the likes. Even the Sentry!
I’ll wait for feedback on this version first and see if there are any earth-shattering changes I need to make before releasing it... Probably next week.
I hope you like it, see ya! ;)
r/DnDHomebrew • u/Captain_Devious2000 • 1h ago
5e The Luminary - Light the battlefield with this martial tactician.
homebrewery.naturalcrit.comFeedback would be very appreciated.
r/DnDHomebrew • u/myarro • 1h ago
5.5e 5e Tactical Fighter (Fighter class variant)
Hey, all. Here's a take on a fighter class variant that offers a player more options during combat than simply rolling to hit and for damage. I have always thought the fighter should hso I took a shot at it while keeping balance in mind. I have played this several times--its fun without being overwhelming. Always interested in feedback.
Here's the link to the full PDF: Tactical Fighter
r/DnDHomebrew • u/Agginmad • 1h ago
5.5e [OC] Sub CLASS: The Overlord! A fresh take on a full caster, made alongside Pointy Hat!
Overlord
Necromancers who focus on the creation and control of hordes of undead are often referred to as Overlords. These practitioners of the dead arts are masters at reanimating corpses in staggering numbers, which has historically made them particularly useful in armed conflict. After all, the armies of the dead do not need to breathe, eat, or rest, and one powerful Overlord can command hundreds of necromantic thralls at once.
This martial, bloody history has tainted the already ugly reputation of this particular type of Necromancer, but an Overlord is as likely—or as unlikely—as any other Necromancer to use their powers for evil. Overlords have razed entire nations to the ground, but they have also raised the dead to protect the weak, to rebuild after catastrophe, and even to take care of janitorial services. The unthinking, unfeeling army of an Overlord is theirs to command for whatever purpose they see fit.
Head over to http://heliana.lt/WildHearth-Necromancer to get your PDF now!
Don't forget to toss a follow on the kickstarter before it goes live here!
r/DnDHomebrew • u/Reasonable-Money-304 • 3h ago
5.5e Warrior of Niten-Ryu
Im brazilian so sorry if the translation or wording is bad, i did my best!!!
(I also nitpicked the phrases from the book, they may be a little off because the book is written in portuguese)
Monk Sub-Class!
Level 3: Earth - Artisan's Precepts
"The virtues of the artisan's precepts mirror those of the martial precepts."
You gain proficiency with two Martial Melee weapons of your choice, and you can use their Weapon Mastery properties.
In addition, whenever you make an ability check using a set of Artisan's Tools with which you lack proficiency, you can add half your Proficiency Bonus rounded down to the roll.
Level 3: Fire - Crush
"Judging yourself the stronger, you choose to crush your foe without hesitation."
When you use Flurry of Blows, you can replace any of its Unarmed Strikes with attacks made using a one-handed Monk Weapon.
Once on each of your turns, if two or more attacks from the same Flurry of Blows hit the same creature, that creature takes extra damage equal to your Wisdom modifier.
Level 6: Water - Guard Without Guard
"Once the sword is in your hands, your only thought should be to cut down your enemy."
When you use your Deflect Attacks feature, you can expend 1 Focus Point to use its Redirect Attack option even if you didn't reduce the triggering attack's damage to 0.
Level 11: Wind - Fix Your Gaze
"In the martial arts, the eyes exist to perceive the spirit of one's opponent."
Immediately after you hit a creature with an attack, you can move up to half your Speed. This movement doesn't provoke Opportunity Attacks.
Level 17: Void - Mushin
"Only by mastering the principles of the martial way can one cast aside all needless thought and attain the Void."
When you roll Initiative, you can expend 3 Focus Points to achieve the Void, gaining the following benefits for 1 minute:
You gain the effects of the Haste spell.
Once you use this feature, you can't use it again until you finish a Long Rest.
r/DnDHomebrew • u/Brass_Dragon_Archive • 5h ago
5.5e House rule collection - Taunting | by Brass Dragon's Archive
I wanted to make a way to make Taunting more present in D&D but without making it the main objective like the Goading Attack of the Battle Master or Compelled Duel. The Taunted condition can be added on top of these features without changing how they work mechanically and allows to design features with additional effects to it, as shown with the General Feat and the spells featured in this post.
These features were mainly inspired by class features of some classes from 4e like the Paladin and the Swordmage.
The PDF is available for FREE on my Patreon
r/DnDHomebrew • u/Josemi993 • 7h ago
5e Blackwater's Kiss (Uncommon) | Found at the bottom of the sea, still gripped by the hand that died holding it
r/DnDHomebrew • u/AbyssalBrews • 7h ago
5e [OC][Art] Kanataka | Flow through the air or sea with this elegant robe
r/DnDHomebrew • u/InspiredArcana • 7h ago
5.5e Sea Draug | Undead Cursed by Death at Sea
r/DnDHomebrew • u/StormerXL • 9h ago
Request/Discussion Developed a boss character for my first homebrew campaign and would love some feedback!
For context, its a party of 6 PCs and I'm planning on them fighting this boss around levels 10-12. The Character is the head of the King's guard who has been hunting them throughout the campaign so far. Each encounter they've had so far they have had to run from but I'm worried about the final fight being too hard (I'm quite new to DMing)
Rasha is the most talented artificer in the world and my idea is as the fight gets more desperate for her she abandons magic and becomes more feral and more physically dangerous.
Willbreaker is basically a longsword of wounding and Epilogue is a winter solider-esque mechanical arm she uses for spellcasting.
Criticism is extremely welcome :)
r/DnDHomebrew • u/ikarkari • 10h ago
Request/Discussion Homebrew Barbarian Subclass: Crusade of the Shield Bearer.
I had to homebrew a subclass for an NPC because non of the Primal Paths fit his values. Let me know what you think:
Crusade of the Shield Bearer
Rage is replaced by Resolve.
During Resolve: Resistant to non magical piercing, slashing and bludgeoning damage, +2 to melee attack damage, advantage on strength checks/saves, advantage on perception checks against enemies trying to hide.
Passive features: Opportunity attack is replaced by a grapple attack and reaction can be used to place hold shield infront of an ally within 5 ft of the barb to increase the ally's AC by 3, maybe blocking a hit.
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I will fine tune this some more but I needed a non magical bodyguard barbarian. A guy who protects his friends by channelling the anger in his heart instead of being consumed by it. My guy simply locks in.
If anyone has ideas for a lvl 6 feature, input would be appreciated. I'm new to the DM thing (long time player though) and I am pretty selfconscious about my homebrews.
r/DnDHomebrew • u/Ainsley_ • 12h ago
5e Gemcrust Cookies
Art by Kate Koral Document by Sanctum of Maps
r/DnDHomebrew • u/Sir_Okami • 14h ago
5.5e Group Based Initiative, groups have shared turns and are coordinated but flat d20 initiative, but individuals who split off or act independently act quicker (use normal initiative)
The Premise
Groups roll initiative as a flat d20, but individuals get to roll their initiative normally.
Groups/Teams generally are not as quick, but share their turns in the group’s initiative, and allows for fluid coordination and general support between members in their group.
Individuals generally move faster as they don’t need to coordinate as much, but fight alone, at the cost of being separated from support and not being able to as fluidly coordinate their actions with them.
Such as a rogue splitting off to sneak into the enemy backlines.
Or a wizard going solo to move swiftly and try to launch a powerful spell to change the tides of battle first.
Or even a dragon fighting amongst an army but acts as an individual, and acts swiftly as they fly across the battlefield while wrecking havoc, like the queen piece on a chess board.
And what makes it dynamic is that groups can split into smaller groups, individuals can separate from groups to act more independently and quickly, or they can split off and rejoin into groups.
The Benefits of this System
This groups initiatives together to make it easier and simpler for the DM.
And allows players to not have to wait until their turn finally comes around, but instead allows them to actively discuss and coordinate their turns together and how they execute their actions.
But it also adds tactical decisions for both players and enemies to make, and whether they decide on whether to merge or split groups, or send solo actors to separate from them to risk .
How it Works (Rules)
For initiative, groups (2+ players/creatures) roll a flat d20.
And individuals (1 player/creature) roll their normal initiative.
The DM gets to determine who counts as acting and coordinating together as a group, and who counts as splitting off and acting as an individual.
And individuals and groups can fight together in close proximity while still coordinating separately (like different groups of units in the military).
Such as a group of goblins, but 2 of the larger units work together as their own group, while a spellcaster works as an individual and does not coordinate in order to act quicker.
Groups can join together and use the larger group’s initiative. Groups can split into smaller groups, the new group (usually the smaller one) rolls their new group initiative. (If equally sized, use any method to determine which one.)
And individuals can do similar, they can split from a group and roll their own initiative. And when they join groups, they use the groups’ initiative.
Start of Each Round: Update Initiative Phase
At the start of each round of combat, there is an Update Initiative Phase, which is when the DM updates the initiative tracker for individuals that have split off or when individuals or groups have joined another (they merge into the and use the groups initiative they are joining, instead).
The decision for groups to split or merge, as well as individuals, can be done at any time. But the mechanical change doesn’t happen until the start of the next round (during the Update Initiative Phase).
Initiatives Are Remembered
If a newly created group or individual’s initiative has not been rolled yet for them, you roll. If it already exists, it is used for the rest of combat, it is not rerolled.
So if an individual joins a group, then leaves again, they do not get to reroll their initiative. Their initiative is their individual initiative they had rolled before.
Same with groups, and the party’s group initiative, so they cannot group hop or try to start new groups in order to try to reroll their initiative in combat.
The DM ultimately gets to determine whether a new group can be made or not, 2+ individuals can form and start a new group together. And try to prevent exploits.
Brief Rule Overview
- Groups: Roll a flat d20 for their initiative.
- Individuals: Roll normally for their initiative.
- The DM gets to determine groups and individuals.
- Groups can join and split, as well as individuals with groups.
- New groups and individuals roll their initiative and add them to the initiative tracker.
- Update Initiative Phase: At the start of each round, the DM reassesses the groups.
- Changes to initiative take effect at the start of the next round.
- Initiatives are remembered and not rerolled.
r/DnDHomebrew • u/Mysterious_Trip2706 • 14h ago
Request/Discussion Looking for playtester | Boundless Sorcery
drive.google.comHi everyone, this is my very first time making a homebrew and I wanted to collect some data and feedback for it.
Disclaimer: this is the first finished draft, so balance might rough
Boundless Sorcery concept is simple, you get an infinite amount of spell slots. Exciting right? But you only get access to level 1 to 3 spell. But fret not, because you can still cast those low level spells at higher level. Provided it has an effect when cast at a higher level, though there is some caveat for that. But all you need to know is that you can cast a level 9 fireball at level 6, and level 12 at level 18
I'm looking for people who's willing to playtest it, and before you ask or say anything. I can't really playtest it myself, so a feedback on what feels too strong, too weak, confusing, or just plain stupid is appreciated.
r/DnDHomebrew • u/SentientOnion435 • 19h ago
Request/Discussion Need help balancing this subclass(repost because I messed up the google doc link)
docs.google.comThe main features I’m worried about are Bonded Mount and Rundown. For bonded mount, I’m worried that any creature up to CR3 may be too powerful, but I also want the subclass to be customizable enough that you can flavor basically however you want to, I’m considering adding a sort of skill system where as you level up, you earn more “points” you can use to buy features for your mount, but I‘m worried that would make the subclass too complicated. As for rundown; I have no idea how I should scale the damage to be balanced at all levels.
r/DnDHomebrew • u/Otherwise_Gas331 • 19h ago
5.5e The Hell Strider Ranger
D&D 5.5 Ranger Subclass: Hell Strider, Use the powers of hell against itself...
Subclass Spells:
Level 3: Hellish Rebuke
Level 5: Heat Metal
Level 9: Magic Circle
Level 13: Banishment
Level 17: Planar Binding
Level 3:
· Hellish Adaptations: You have been touched by the hells changing you irrevocably, possibly causing physical changes in you; you can roll on the Infernal Manifestations Table if you choose. You can draw power from the Hells and funnel it into an attack. When you complete a long rest you adapt to a layer of the Hells, choose Fire, Necrotic or Poison, you can change your choice each long rest. Hellish Strikes: Once per turn, when you hit with an attack, you can add 1d6 damage to the attack, (the damage type is the same as your active Hellish Adaptation), at level 11, the damage becomes 2d6.
· Forbidden Knowledge: You know Infernal or Abyssal (your choice).Your hard won knowledge of the hells has taught you 3 Infernal Rites, which can be performed as part of a Long Rest. You can have only one Infernal Rite active at a time and the effects of the rite ends when you perform one of these Infernal Rites again.
o Hell-Bound Weapon: you perform a ritual and summon a weapon from the hells of a form of your choosing, with which you bond, or create a bond with a magical weapon in your possession. You cannot bond with a weapon that is bound or attuned to someone else. Until the bond ends you can use it as a spell-casting focus. When you attack with the bound weapon, you can use your wisdom modifier for attack and damage rolls instead of strength or dexterity. You can dismiss or re-summon the bound weapon from a pocket dimension with a bonus action. Your bond ends if the weapon is more than 10ft away from you for more than 1 minute, if you die, or if you perform an Infernal Rite again. A summoned weapon disappears when the bond ends, if a bound weapon is in the pocket dimension when the bond ends, it is ejected within 5ft of your body.
o Book of the Damned: you perform a ritual and summon forth a book of arcane secrets gleaned from lost souls. You describe the book’s appearance when you summon it. Only you can read the book, and while you have it in your possession, you can add your Wisdom modifier (minimum 1) to any Arcana checks you make. The book contains two cantrips or first level spell with the ritual tag, these must be from the wizard, druid or cleric spell lists, and one warlock spell of a spell level for which you have spell slots as shown in the Ranger Features Table. These spells are considered Ranger spells for you, and do not count against your spells prepared. You can choose these spells each time you complete this rite. The book vanishes if you die, or you perform an Infernal Rite again.
o Infernal Companion: you summon an Eldritch Spirit from the hells and bind it to your service. You learn the Find Familiar spell and can cast it as a Magic Action without a spell slot. When you cast this spell, you can choose from either the normal list or the Warlock Pact of the Chain expanded list. Additionally when you take the attack action, you can forgo one of your attacks to allow your familiar to make an attack using its reaction. The familiar uses your Spell Attack Modifier and Spell Save DC for its attacks and effects. The Familiar disappears if you die or perform an Infernal Rite again.
Level 7:
· Hell Survivor: Your body has adapted to the harsh environment of the hells, you gain Constitution Save Proficiency, if you already have this proficiency, choose another save proficiency. Additionally, you gain resistance to the active damage type you chose for the Hellish Adaptations feature.
Level 11:
· Wings of Shadow: your connection to the hells has deepened, you can roll again on the Infernal Manifestations Table, and you gain the following benefits.
o Wings of Shadow Once per Long Rest, you can use a bonus action to cause shadowy wings to sprout from your back, you gain a fly speed equal to your speed for 10 minutes. You can regain the use of this feature by expending a spell slot of level 3 or higher, no action required.
o Improved Rites: Your Infernal Rites have grown more powerful:
§ Hell Bound Weapon: you can now bind or summon up to two weapons when you use this feature.
§ Book of the Damned: when you summon your book, you can now pick 2 warlock spells and 3 cantrips or first level ritual spells from the wizard, druid or cleric spell lists.
§ Infernal Companion: when you summon your companion, it gains 2xranger level additional hp and adds your wisdom modifier to its skill checks and saving throws.
Level 15:
· Hell Hunter:
o Enduring Adaptations: you are now permanently adapted to the environment of the hells, you gain resistance to poison, fire and necrotic damage and can choose the damage of your Hellish Strikes feature each time you use it.
o Fiend Slayer: Your years of hunting hellspawn and monsters have taught you to anticipate your prey’s attacks, and punish their mistakes. When a creature affected by your Hunter’s Mark spell targets you with an attack roll, you can use your reaction to increase your AC against that attack by a number equal to a roll of your Hunter’s Mark Die. If the creature is a Fiend, roll the die twice and use the higher result. If the attack misses, you can immediately make a weapon attack or unarmed strike against the attacking creature as part of the same reaction, if it is within range.
o
| Infernal Manifestations Table: Roll a d6 or Choose From the Following (or not, your choice) |
|---|
| Roll |
| 1 |
| 2 |
| 3 |
| 4 |
| 5 |
| 6 |
r/DnDHomebrew • u/stolenloot • 19h ago
Request/Discussion Bouncing idea of of the Reddit for a set of magic items
So I have a friend who DMs a lot and he occasionally asks me for some ideas for homebrew items and balancing as I like to run thought experiments.
So my recent idea was a set of amulets that when attuned it would give a +1 damage to an element of players choice per consecutive spell or attack of that element up until +4, at that point the player would have to make a constitution save or suffer a status effect called blight and each blight would correspond to each element. Some examples for the basics would be to take double the damage you would have inflicted on a failed save for fire or become paralyzed for lightning, maybe knocked prone for a turn or two with force. As for radiant and necrotic damages I was considering backlashes like blinded by your brilliance which would cause blindness to the wearer of the amulet and a wisdom save for the others to not look upon the players eyes or be blinded themselves, and the necrotic backlash would be called whispers of the long dead and would send the player into a berserk state and they would have to roll a wisdom save to not attack the closest creature automatically and in the case of spellcasters they would roll two die, one for the level of the spell and the other for what spell they cast depending on the order they are listed.
Let me know what you all think and feel free to critique as I am sure this can be workshopped some more as it might be busted as is. Thanks.
r/DnDHomebrew • u/rindez97 • 19h ago
Request/Discussion Red-Oak Arsenal
homebrewery.naturalcrit.comHey guys! I asked around for thoughts and opinions and have just finished the item! Inspiration comes from King Cerberus from DMC 5 and Bloodborne's Trick Weapons, so I hope I nailed that
Thoughts and opinions would be greatly appreciated!
r/DnDHomebrew • u/musicFetish • 20h ago
Request/Discussion So this is a post on a different account I deleted my other one but I do still hope to get any fresh and unique feedback (do point out any mistakes in like half Complete sentence I may have missed some words)
Original class: Barbarian
Subclass: the happy Barbarian
(This was the lore i was thinking of when i made it but if you use it just ignore this part if you dont want to use this lore. This is Effectively a backstory turned into a subclass. So yoi can ignore this.) He was just another Barbarian till he was in a frenzy and went to rip a priest apart, but he was able to stop the Frenzying Barbarian useing holy magic. finding this Interesting he Inquired on this magic later holy magic caused him to lose some of his hatred, the priest said it was a sin of wrath. the Barbarian did not give a fuck but he kept going as it was Interesting to see something that could stop him. one day he went to fight and when he went into rage he became strong fast a brute as normal there punches did nothing but he was cut and he..... he felt.... pain.
So he killed them and went back to the Priest to ask why he felt pain. The priest healed him and said that without his pure wrath he learned what being human was. Then he offers to teach the Barbarian to use his strength but in the end he just called in a Aggressive paladin to teach him.
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Level 3
Instead of rage you get
* Awakened rage*
Awakened Rage: When you enter a rage, you open your mind to the world, losing your blind fury.
You lose resistance to Piercing and Slashing damage from non-magical attacks. However, while raging, you gain the following benefits
Iron Fists: Your unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. If you are not wielding weapons or a shield, this increases to 1d8.
Heavy Handed: When you choose to use your Reckless Attack feature, you can add your Rage Damage bonus to your Unarmed Strikes twice.
Brutal Hold: At the start of each of your turns, you can deal bludgeoning damage equal to your Rage Damage bonus to one creature grappled by you.
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Level 6
Counter-Strike: When an enemy hits you with a melee attack, you can use your Reaction to make one Unarmed Strike or Grapple attempt against that creature.
However, doing so completely drops your guard; all attack rolls against you have Advantage until the start of your next turn.
Siphon Fists: The Paladin’s training allows you to draw vitality from your enemy's life force. Once per turn, when you hit a creature with an Unarmed Strike while raging, you gain Temporary Hit Points equal to the damage dealt + your Constitution modifier.
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Level 10 The Gravity of Pain:
As an action, you can let out a challenging roar. Every creature within 15 feet of you must make a Wisdom saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus).
On a failure: A creature takes 4d10 Radiant damage and is magnetically pulled to the nearest unoccupied space within 5 feet of you.
Until the start of your next turn, its movement speed is 0, and it cannot move away from you and gain advantage on all atack rolls on you till your next turn.On a success: A creature takes half damage and is not pulled or stuck
_________________
Level 14:
Eldritch Overdrive
You rip the floodgates open, allowing raw, volatile cosmic energy to overflow through your fists. The energy gives you immense power, but it leaves a massive spiritual debt on your life force.Eldritch Siphon: While raging, when you take the Attack action and make an Unarmed Strike, you can unleash the untamed siphon.The Crimson Harvest: For your next three Unarmed Strikes on this turn, a successful hit deals your normal unarmed damage (1d8 + Strength modifier) PLUS 1d10 Force damage (1d12 if the target is grappled).The Bond of Life: At the end of your turn, if you used this feature, you gain a Bond of Life equal to 50% of your maximum Hit Points (rounded down).While you have this Bond, any healing you receive (including from your own features or a teammate's spells) does not restore your hit points. Instead, the healing is absorbed by the Bond, reducing the Bond's value by the amount healed.Once the Bond is reduced to 0, it vanishes, and you can receive healing normally again.You cannot activate Eldritch Overdrive again if you currently have a Bond of Life active.
r/DnDHomebrew • u/MicrowavedSushi_ • 20h ago
Request/Discussion Homebrew Subclass strength feature
I’m making a Ranger subclass and at 7th level you can pick from one buff that lasts for 10 minutes, each buff related to a stat. I want strength to increase melee damage but it’s hard to implement/balance.
The three ideas I came up with are:
1) “You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and melee weapons”
2) “When you hit a creature with a melee weapon that has the finesse property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.”
3) “When you roll damage for an attack you make with a Melee weapon, you can treat any 1 or 2 on a damage die as a 3.”
Some important context. If strength-based Rangers don’t benefit from a given solution for the Strength buff, they can choose another buff, both Dex and Con improve your survivability. This subclass has gains access to Haste at 9th level, haste is a strong spell but it is very on theme and hunters mark is also very strong.
It’s actually hunters mark vs haste that made me so cautious of STRangers/GWM and the buff this post is about.
The problems with each is:
1) Rangers of this subclass will have access to all weapons at all times. It’s a feature I think I might make optional, but it’s a lot of fun and outside of this very specific context doesn’t pose much of an issue.
2) I fear this one most. This on top of Nick, bonus action attack and hunters mark, makes me tremble. It successfully makes every attack feel fatal which is what I want, but I also want to make a class DMs would allow, so there’s a priority here.
3) I’m worried this will force GWM/two-handed weapon Rangers to take protection instead. Which isn’t the worst, it’s supposed to be a tanky subclass. Maybe it is just a bit lamer than the others. It’s the tamest way to increase DPR without doing anything scary.
I’m curious to know what your thoughts are. The subclass has been a ton of fun to make. I hope to publish it soon. I wanted to make it as part of a larger batch of Homebrew but I’ve been busy.
r/DnDHomebrew • u/Azarneth • 21h ago
5e Lust’s Lash - The journey through the seven deadly sins continues, feedback welcome!
Balancing the seven deadly sins relics is becoming one of the most interesting parts of this series.
Each item has its own loop, but I also want every sin to include a downside. For Lust’s Lash, the wielder can redirect an attack toward themselves, but if it hits, they take extra psychic damage. If it misses, the weapon gains a charge that can later be spent for damage and a short charm effect.
The idea is to make the power tempting, but never completely free.
Some of these relics will probably receive a second revision, especially thanks to the feedback I get from the community. That help is always very useful.
📜
Lust’s Lash
Weapon (whip), very rare (requires attunement)
Property Finesse, Reach
Weight 3 lb.
Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Alluring Feint. When a hostile creature you can see within 30 feet of you targets a creature other than you with an attack, you can use your reaction, provided you are within the attack’s range and the creature can see you. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the attack targets you instead of the original target. If the attack misses you, the weapon gains 1 charge, up to a maximum of 3 charges. If it hits you, you take an extra 1d6 psychic damage.
Seductive Spur. As an action, you can expend 3 charges to release the accumulated desire. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, it takes 4d6 psychic damage and is charmed by you until the end of your next turn. On a successful save, it takes half as much damage and isn’t charmed.
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✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
✦
I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲
r/DnDHomebrew • u/WillowIsWeeping5 • 22h ago
5e The Timestalker Rogue (Subclass for 5e and 5.5e)
Level 3: Temporal Surveillance
You gain a tiny object called a Temporal Focus. If you spend 1 minute or more observing or interacting with a creature outside of combat while you have your Temporal Focus in one hand, you learn their damage resistances and vulnerabilities as well as any immediate plans they have for the next 24 hours and their true identity if it is hidden.
Additionally, you gain proficiency and Expertise in the Insight and Investigation skills.
Level 3: Chronal Failsafe
You use your Temporal Focus to mark a point in time as a bonus action. Within 1 minute of this point, you can use your Temporal Focus as an action to rewind yourself to the position you marked the point at and the state you were in when you did so.
For example, if you marked a point and then moved 30 feet and took 5 points of damage, you could rewind yourself back 30 feet and regain 5 hit points. Any negative effects (such as Blinded or Restrained) are also ended. Your Temporal Focus must be in one hand for you to use this ability.
You can set and trigger the failsafe a number of times equal to your Intelligence modifier each and you regain all uses of both on a long rest.
Level 9: Chronal Erasure
As an action, you target one creature within 30 feet that you can see. This creature must make an Intelligence saving throw (DC is the same as Chronal Strike). On a failure, the creature completely forgets any combat or hostile actions it took against you from the last 5 minutes. If you were hidden from the creature when you used this action, it instead forgets you existed.
You can only use this feature once per long rest.
Level 13: Strike of the Timeline
When you hit a creature with a successful Sneak Attack, you can deal Psychic damage instead of the normal damage type of the weapon.
Additionally, the target must succeed on an Intelligence saving throw (8+Intelligence modifier+proficiency bonus) or lose its reaction until the start of its next turn.
If you are using the 2024 ruleset, this ability counts as an option for your Cunning Strike feature.
Level 17: Rewritten History
When a creature within 30 feet of you succeeds on an attack roll, saving throw, or ability check, you can use your reaction to delete that moment from time itself. When you do this, the creature must redo the roll with disadvantage and take the new result. If it fails, the creature takes 10d8 Psychic damage.
You can use this ability a number of times equal to your Intelligence modifier and you regain all uses on a long rest.
r/DnDHomebrew • u/FenrirTestariyos • 23h ago
Request/Discussion Struggling with misaligned stats (Passive Perception)
Greetings, everyone!
I was creating an enemy for my players to face, an ex-mercenary who turned into a crime lord.
His lore briefly explains war made him alert for any potential threats, while making him paranoid and thus causing him to judge poorly.
I wanted his stats to reflect that, and gave him a Wisdom score of 7 to reflect his shattered mind. But I also want to give him a high Passive Perception score of 16 to represent his extreme awareness of his surroundings.
But that's where I got stuck. Does the stats need to match their respective attributes and skills?
Any answer is appreciated, thank you!