Hi! Thanks for commenting. At first glance, I thought so too. However, did you know that the broom of flying is actually just an uncommon item? It's wildly better than this, too.
If you take any damage while using this item, you fall. And it only lasts for a minute! Perhaps a slower flying speed of 20 would be more appropriate. I should specify weight restrictions, too.
But the long and short of it is that, comparatively, this is pretty solid grounds for a common item by comparison. You can't really use it in combat, so it's really just a way to solve some puzzles.
updated to reduce speed and uses, and offer a low weight limit.
Hi /r/UnearthedArcana!
Welcome to Giffyglyph's Monster Maker: 14 pages of rules and advice to help you build new monsters and prepare combat encounters in seconds.
CLICK HERE for the pdf.
If you'd like my work, consider supporting it.
As always, questions, feedback, and suggestions are always welcome. Thanks for reading!
The Beast turns out to be an enchanted dagger named Prince that is even more powerful (but weirdly less attractive) than its Beast form.
It can be made to change from one form to the other by physically touching Beauty.
The emblem of a wilting rose is inscribed on the pommel of both forms of the weapon. The rose possesses 20 petals, and loses them at a rate of one every six hours when more than ten feet away from Beauty. When all of the petals are gone (ie, after 5 days away from Beauty), it becomes stuck in Beast form and loses all bonuses until it comes back into physical contact with Beauty, at which point the rose reforms and all bonuses are restored.
As an added benefit, while the rose is intact, The Beast/Prince grants its wielder the ability to cast the spell Animate Objects as a free action once per day. (If the weirder is 10th level or higher, they can animate two additional Objects for each level above 9th.)
Each use of the spell causes the loss of one petal per animated Object.
Technically you can only use a spell scroll if the spell contained in it is on your class's spell list, as shown here:
> A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible.
Arcane Literacy lets you use any spell scroll, whether it's on the ritualist spell list or not.
I like the concept a lot. Feels very warcheif-y. I think it could use some rebalancing however. Gunna give some constructive criticism and what I think would be balanced.
As it stands War Cry is pretty much the spell Heroism but cast at the spell level of your party size (level 1 spell plus an additional target per spell level), and is refreshed every round.
Commanding presence seems appropriate and well balanced giving some RP ability's and combat utility with initiative boost. Nice.
Battle Tactics is again way overtuned. The way I read it every round everyone you give war cry to gets a both a Fighters Battle Master Maneuvering Strike (albeit lower movement) and a Commanding Strike. This is really breaking the action economy.
Bloodlust seems pretty balanced again. Granting more utility and a 1/long rest ability. Perfect.
Overall I love the flavor and ideas behind it, but it affects too many party members and would really steal the spotlight of other buff/support classes. I'd say making war cry a single target buff. Temp HP + resistances, at 10 let it target an additional target and add the rage damage to their first attack. And 14 one more target and immunity to charms and fears. That would make it feel much more inline power wise imo.
Love the work! Keep it going!
I would recommend up-scaling a giant spider instead. It's already got a cool ability on a recharge, buff that a bit. Give it more HP, multi-attack and a way to summon a spider swarm every now and then, look at other CR 5 monsters to get a feel for damage and HP you need. Then reflavour it as a young spiderdragon, or maybe a dire spider! Should be doable!
I have only one thought. It's a movie quote that goes, "Guns. Lots of guns." You really need to limit what can be conjured. What if I conjure a wand of Wish? Or 100 of them?
If you want to help out new players, why not a simple Robe of Useful Items?
Hallo there, it's nice to see some old face in another site! Let's see what we have here:
Note that <em>pearl of power</em> is an uncommon magic item that allows you to regain one spell slot, up to 3rd level. Like u/Corberus has said, this is a very powerful version of that.
I can suggest something like this: Once per day when you drink a harmless beverage out of the pot (as an action, preferably), you can regain one of the followings: - Two 1st-level spell slot. - One 2nd-level spell slot. - 4 sorcery points, if you have any. - 4 ki, if you have any.
Edit: It was very rude of me to typo username.
Would it be possible to get the CSS you use (or possibly a REST endpoint for rendering) to work with external programs? I use MarkdownPad 2 heavily for homebrewing, and the CSS I use is close, but nowhere near as good as this!
I'm thinking you made a worse Wand of Magic Missiles without realizing it.
A use of this nerfed Eldritch Blast will deal worse damage than Magic Missile until you hit level 11 (3d4+3 is, on average, equal to 3d6), but even at that point Magic Missile can never miss. Plus, the Magic Missile wand can upcast for massive shotgun damage.
It really makes me question why you nerfed EB's damage, when that's all it has. Without invocations, EB is just a bit better than Fire Bolt (force damage, multiple smaller attacks, equivalent overall damage). If I am investing spell slots into a weapon, I don't want it to be worse than my cantrips.
wizard's don't get find steed, but they do get Phantom Steed
>Phantom Steed
>
>3^(rd) level illusion (ritual)
>
>Casting Time: 1 minute Range: 30 feet Components: V S Duration: 1 hour Classes: Wizard A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
>
>For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
this seems to do most of what you want
First off thank you both for your feedback! I'm glad to hear other perspectives on the subclass.
​
With regards to the Cursed Limbs invocation, the main reason it had no requirement is incase it was specific to the identity/type of curse someone wanted to play (with a Parasyte/Prototype style infected arm) so it made sense to be available early but i'm open to the idea of changing it/making it require 5th level, but you make good arguments in favour of keeping it as is.
​
And with the 10th level feature, the necrotic resistance is based on the fact pact of the fiend gains Fiendish Resilience which has the advantage of being able to be swapped out for any damage type but doesn't cover magical/silvered weapons. I'm aware that necrotic is a particularly powerful type to be resistant to though, if i were to replace it i'd instead give immunity to the poisoned condition.
As for the latter half of the feature, Acid is more commonly resisted than force damage so it's mostly an attempt to keep up with eldritch blast but i'd agree that two perhaps is too many and I could drop overcoming poison resistance, especially since a lot of monsters are immune to poison damage anyway.
​
Again, thanks for your critique!
Thanks for checking out my Alchemist homebrew. The full PDF (including the other subclasses, potions, and spell list) can be found here:
A few comments on the class as a whole: https://www.docdroid.net/10UBWMl/alchemist-class-v05-pdf
This class is far from complete - more of a rough draft really - so I hope to get feedback and plan on updating much of it in the future. The spell list, and probably the potions, I’m sure will see many changes.
The spell slots are based on those of the Warlock, which puts this class in the odd position of not being quite a full caster, but getting access to some powerful spells. I tried to make up for their limited spell slots (and tiny hit die) by making them useful outside of combat. They get ritual casting, and learn many skills/tools as they progress.
Also similarly to the Warlock class, they get some features that can be customized and changed regularly; I wanted the player to have many choices when it came to picking their play style. Whereas a warlock gets to choose a pact boon and many invocations, the Alchemist has flexibility in choosing their Lasting Elixirs and brewing different potions each long rest.
Anyway, I hope you enjoy this class, and thanks for reading!
Sonic Boost is too powerful, a free dash action every round is unbalanced. Take a look at expeditious retreat, it does what you want https://roll20.net/compendium/dnd5e/Expeditious%20Retreat#content
Just give some free uses of this spell per long rest, something like equals Charisma modifier
The flavour is fairly interesting! However, mechanically, it seems extremely similar, yet weaker, to the Eladrin Elves from Mordenkainen's Tome of Foes, who can use Misty Step once per short rest with a bonus effect as well. I'd suggest comparing to them, as well as using Detect Balance to compare them to other races ( https://tinyurl.com/DetectBalance ).
Velvet Night is effectively already in the game: Whilst you're in dim light (or darkness for those with Darkvision), creatures have disadvantage on Wisdom (Perception) checks to see you, I believe. Thus I'd suggest replacing it with perhaps some kind of spellcasting effect like the Tieflings have, such as to give them Invisibility or something similar.
Nimble Limbs: Be careful with the tail, to make sure it can't be used to hold shields or similar, as that could get very powerful very quickly. Also, "Climb checks" should be "Strength (Athletics) checks made to climb". I'd suggest however, just giving them a climb speed similar to Tabaxi!
The flavour here is overall cool (Nightcrawler is a very cool character too), and I love the name list. I look forward to seeing any future iterations!
Iirc 5e doesn't have 1d4+1 turns. They do have frozen for one minute, with a save every turn. Take a look at the Wand of Paralysis. I'd model it off that. Crits or charges I think is up to you. I'd also rename it. There seems to be no reason that a Dwarven Thrower and this couldn't exist in the same world. Otherwise I think it just depends on the rarity of the item and if it requires attunement.
Spirit Spear:
In its first state is pretty much a Dancing Sword, so I would use the same ruleset and wording for it: https://roll20.net/compendium/dnd5e/Dancing%20Sword#content
I would also change ''You can cast the Light cantrip at will, emitting from the tip of the spear.'' to ''As an action you can cause the tip of the spear to glow, as by the Light cantrip.''
For its Awakened and Exalted state I would change the wording to: ''You gain use of the Hail of Thorns and Sanctuary spell with a DC of 15 once per long rest.'' Shorter is often better with these things.
I'm a little confused about the actions.
Hinder is not a basic action as far as I know and it's not marked as Homebrew. Shove is a basic action, however, but it's marked as homebrew? Knock down also ins't a homebrew action as it's just an alternative way to use the shove action. This kind of digital DM wiki worries me when it starts rewriting the basic rules of the game, muddling language, and making no effort to maintain consistency. The slippery slope version of this would eventually make it into the DM's version of D&DWiki.
Shoving for reference: https://roll20.net/compendium/dnd5e/Combat#toc_44
*Edit: Coup De Grace is also not a standard action and needs to be marked as homebrew.
*Unrelated Edit: Why do DCs go up to 40? I'm pretty sure a roll can't be higher than 30 unless I'm missing the odd feat somewhere. Maybe then 35 max. If you don't want someone to know something, that's not a DC40, you jsut don't allow them to roll.
I love it! Would it be possible to get all the spells as a text doc? This app allows spells to be imported from a text document
As it says on the Resting Rules page, under long rest, you specifically regain a number of hit dice equal to half your character's total number of them. In other words, if you are a level 10 character, with 10 hit dice, when you long rest, you can regain up to 5 of them. Hope that helps. :)
When you level up, you "gain a hit dice", which means your maximum health increases based on what you roll (1d6, in this case) + your constitution modifier, and you add that hit dice to your "hit dice pool". When you take a short rest, if you are still hurt, you can expend your hit dice to roll those dice again, and heal for the rolled amount + your constitution modifier. These expended hit dice are gradually restored when you long rest.
In essence, by summoning these minions, you reduce your ability to heal in the middle of a dungeon by taking a short rest, because you are instead spending them on summoning the undead. This is the trade off you take by keeping their soul tethered to their body, reanimating them, and also keeping them under your command. When you use hit dice to raise dead, or maintain them, you are spending these "expendable" hit dice, which are regained gradually on a long rest. You do not lose any max HP for doing so. For more information on hit dice, please refer to Resting rules and also Hit Points and Hit Dice. Good luck!
Death saving throws are their own thing actually, completely separate from con saving throws. No one, with a few exceptions, have proficiency with death saving throws. Here are the rules for them from roll20. Constitution saves are actually used rather frequently, especially in spells that cause Thunder damage like Thunderwave. It's a rather confusing mechanic, so no worries on the feedback! Thanks for reading through it. I actually tweaked the DC for the tricks to allow for strength based rogues, which are often rogue/barbarian multiclasses! :D
Not all monsters are like that, take for example the Giant Wolf Spider, which has a 16 (+3) Dexterity but has a +3 to hit and deals 1d6+1 damage.
Heya!
I've talked a bit about how I like to run mass combat in D&D, which is A) rarely, B) without having to digest 300 pages of rules. Using swarms of humanoids is a pretty popular solution, and this is my take on it.
I share free stuff like this away every week on my website, come take a look to make sure you haven't missed a thing: https://trekiros.com
Peace... out
Art by Jo-B (this post was removed this morning despite having properly cited art... I moved the art credit from the bottom left to the top right, hopefully it's visible enough now?)
Under the Invisibility action, the last sentences says "Any equipment the imp wears or carries is invisible with it."
I feel like Angelic Shortbow's charm would get tedious to deal with as a DM, without an automatic 24 hour immunity on a successful save, but it's otherwise not very strong in combat given how it will only work on one creature unreliably and they have advantage on the save.
Also I think if you were using Angelic Shortbow for non-malicious purposes it could still pose a threat to commoners and the like. If they're played without any additional levels/hit dice, they won't have very much health at all, and dealing 2 damage to them would be a pretty hefty assault on their person, even when you might be roleplaying an otherwise non-violent situation.
For reference: https://roll20.net/compendium/dnd5e/Commoner#content
I think making Angel's Sight a similarly simple equivalent to Devil's Sight as well would make it neater, but it's not a huge deal. That's just me nitpicking.
It supports HTML with the markdown, so you can add a <style></style>
block. VS Code also supports loading additional CSS files into the markdown preview, though these won't be included in the HTML exported using the command provided by this extension.
Heh heh heh. So there's a neat little site called https://thenounproject.com/ where all these black-and-white symbols have been collected. What I did was grab some of those, then create some custom HTML tags in the homebrewery. So for instance you can do <h1> or <b> or <div>, you can also just define your own with css, and Html 5 I think, and luckily the Homebrewery supports it. So I do something like this:
> <style> earthEl { background-image: url(LINK TO YOUR IMAGEg); background-size: 14px 14px; background-repeat: no-repeat; display:inline-block; width:14px; height:14px; vertical-align: text-top; color: transparent; } </style>
at the top of my page, and then later on I can just type "<earthEl></earthEl>" and it will stick the little icon there. Basically it's kind of like a <span> with a background image and a set size it takes up.
Sweet homebrew class! I have a few suggestions :
1) Per the 5e PHB, p.78, there are no such things as exotic weapons, or exotic weapon proficiencies, so technically anyone is proficient with the spiked chain weapon.
2) The End of the Line ability gives the Bounty Hunter double their proficiency bonus on any grapple or shove checks. No other core class has access to a doubled proficiency bonus on any combat-related checks – not even Monks for grapple attempts – and I would suggest that this could be extremely OP, especially since On The Hook allows Bounty Hunters to grapple creatures up to two sizes larger than they are (and even larger, past 15th level).
3) The second half of End of the Line describes the extra ability to throw bolas as a restraining ranged weapon, as well as how an enemy can escape from them (Strength or Dex saving throw or slashing damage), but doesn’t give a statblock for them. You should add the stats to the table “Bounty Hunter Weapons” at the bottom of the page. I suggest 2gp cost, 1d4 damage (bludgeoning), special, and 3 hp (slashing damage to cut it off).
I would also suggest that the DC to escape the bola be a straight static DC (probably 10), and not based off your Ranger Spell Save DC, because nothing about how hard you throw a bola is going to factor in to how easy it is to remove it.
4) Finally, the character artwork is taken directly from the Bounty Hunter class from the game Darkest Dungeon, with no credit given. That sucks – give credit, please.
Isn't that the same thing as stunned?
> Stunned
> A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Well, the saving throw disadvantage, versus automatic failure is different.
Either way, allowing the target to use it's action to make a saving throw to break the combo, rather than leaving it entirely up to the monk's ability to continuously hit might make it seem fairer to the target...
Hey everyone! Keeping track of the buffs you give out with flowers can get confusing, so I made small tokens that you can hand to players you grow flowers on.
LINK - Orchard Origin Flower Tokens.
The image will be a little blurry if you zoom in, but it should print fine. The flower image I used can be found here
Like /u/faolyn suggested, there are plenty of free art programs. Paint.net and Gimp are two popular ones. Krita is a another program that just came out that is trying to compete with Photoshop in quality
I like the 17th level feature. It's pretty gruesome. As you said, the word "Eldritch" is a bit overused here. I'd probably switch it up with some other words. Check out some synonyms here. Way of the Tentacle also caught me off-guard. I thought it would have something to do with oceans but it's more of a Lovecraft thing. Maybe Way of the Maddened God or something like that?
Hey, I made some changes based on your feedback, if you are still willing to take a look at my work you can find the "reworked" document here. The document is pretty spartan, so please ignore the bad layout and all that stuff, it is supposed to be a sketch to get feedback regarding how balanced it is right now.
PDF Exporting Follow these steps to export your brew to PDF
Due to a bug in Chrome's Print To PDF feature, columns aren't supported. The fix to this has been released in Chrome Canary.
On the topic of crits, not on base rules. Base rules let you reroll any dice for the attack, which includes Divine Smite etc. Adding flat proficiency is not a dice(but a modifier), thus is not rerolled nor increased on crits. As written;
"When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once." Source
And no, I am not more into self-buff play style nor dislike the burst of the subclass. I think it's an awesome subclass overall and just thought the 11th feature in itself seemed lacking.
On the thing of ki regeneration for crits;
Let's say you have 5 rounds of combat per short rest. Saying you are always trying to get combo+uppercut for maximum ki regeneration you have 5 Attack Actions and 4(2 or 3 more likely) Bonus Actions as you'll need to apply Tiger's Eye if your target dies. That's not a bad thing but it does limit combo a little bit. Now we have 10 attacks from Attack Actions, normal rolls, and 3 Uppercuts with advantage.
You have a 50% statistical chance to get one crit from the regular attacks for 1 additional ki.
The Uppercuts, as they crit on 18-20 and are under advantage, have about 48% chance to crit at least once.
Adding them together you are, per short rest, likely to get at least 1 extra ki. You might get more, you might get none as it is still random, but you do not generate that much. If Flanking is allowed(also optional rules, and tends to create conga-lines) you increase it a bit, but then you are better of doing flurry of blows than uppercut, making it's extra crit range moot. It's just a strange combination to me.
This is the overall reason why I think adding a flat 4-6 extra damage for 1 ki seems meh for it's level and cost.
The spell list is fine for the most part. The only thing that sticks out to me is Aura of Life, though not to a particularly huge degree.
The Song Inspires - I imagine you meant to write "of 1st level or higher", not "higher than 1st level". A side note, flat bonuses are frequently avoided in 5e. They aren't something to never use, but it's something to be aware of. That said, this particular application is pretty sizable - it's close to adding Bless to every spell you cast.
Echoes of Harmony - Keeps concentration going for 2 more rounds on any spell, which is cool when you're taking a hit. My concern is that, as-written, you can use this Channel Divinity to handle the spell's concentration, leaving you open to cast a second concentration spell at the same time. That's a bit much.
The Song is Eternal - Technically speaking, "silencing effects" aren't a discrete game term. There's basically the spell Silence, but that doesn't impose any conditions upon you - it just prevents verbal spellcasting. That said, I understand the intent and most people probably do as well.
The Song Protects Me - Coinciding with how 5e typically avoids flat bonuses, it instead uses advantage/disadvantage to demonstrate mastery. Advantage is equal to a +5 bonus on average, and would be a good fit up here.
Overall, while the exact mechanics of your writing are prone to exploits, the fundamental intent on each ability is pretty reasonable. Fix up the edge cases, and this domain is ready to go!
The Spell "Banishment" is a thing. "banished" is not a thing. There are a list of conditions here: https://roll20.net/compendium/dnd5e/Conditions#content Anything on this list you can simply apply to people without writing out what it means. Anything not on this list, you have to explain every time you want to call it up. Note that "as if by X spell" is a valid description, so you could say "is banished as if by the Banishment spell".
"Grants the user" can go 2 ways: the user learns the spell, or the item casts the spell for the user.
A combination of both would be a spell scroll, and being a 1st level spell, that's common. They can either use the scroll to cast the spell or, if there's a Wizard (or Tomelock) in the party, they can copy the spell on the scroll to learn it forever. It doesn't even need to be prepared or cost a spell slot, because it's a ritual. This is a fully-intended interaction in the basic rules, which I would say is the baseline of such a magic item.
Granting the knowledge to non-Wizards also isn't much of an issue to me. A sorcerer permanently having an additional 1st level spell known with a 1-hour cast time isn't going to break the game, and honestly, Sorcerers could stand to have an extra spell or two.
If the item is expressly to cast the spell, no knowledge given, that leaves one final variable: is this recurring? If it's recurring, that still isn't much of an issue, considering that after the 10gp material cost, the rest of the spell is free to Wizards. If it's a one-time deal on the other hand, the person could just find some creature out in the wilds and convince it to join them as a familiar, no spell required.
You're welcome! I'm always looking for some new weapon properties!
I'd say that the tonfa and bagh nahk are two handed, or I'd give them a special property when used as a pair.
If you make the DASS/DALS a property it makes it much easier to evaluate the weapon balance. Basically you can take a simple weapon start at 1d6 and have one or two positive properties, martial weapons start at 1d8 and have one positive property. Then every time you add a positive property it goes down a die rank and every time you add a negative property it goes up a die rank. There are some weapons that stand out, but that's pretty basic.
For the shuriken/blowgun dart:
> A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.
>
>~ From Roll20
I also noticed there's only one bow.
They have +3 DEX, they should have 13 AC, and they have +1 CON, meaning they should have 33 HP. Which is just as well, since they are greatly underpowered for a CR2 encounter. For a highly similar CR2 creature, look at the Bandit Captain.
For reference, numerically, your dancer is CR 1/8 defensively (after the buffs listed above), CR1 offensively. That averages to somewhere between CR 1/4-1/2, a far cry below your attempted CR2. Also, try to remember players and monsters are not made equal. Monsters have way higher survivability than players and notably lower damage (yes, the Bandit Captain's damage is low). If you intend to keep them unarmored, they'll need a lot more HP to compensate.
Attacks made at 10ft or further from the target that is prone have disadvantage imposed on them.
https://roll20.net/compendium/dnd5e/Conditions#toc_12
Melee/ranged weapons/attacks doesn't matter for prone; just the fact that it's within 5 ft or if it's further away.
God Palm
​
​
God Fist
​
https://roll20.net/compendium/dnd5e/Giant%20Slayer#content
Use google dude. I googled "5e weapon Giant Killer" and it was one of the first results.
Download on Google Play
Download on App Store
Everything is original content.
We hope you enjoy it.
Hello Everyone,
Been playing DnD since 1982.
My first book "Vorclaw" is published!
---I tried with the Wizards of the Coast but they weren't taking on new writers.---
"Vorclaw" is my first fantasy novel, complete with unheard of monsters, humans, elves, a vampire and more on a whole other world!!! The sequel "Sojourns in Vana" will be out later this year.
It is now available to order through our website on the following link: https://www.austinmacauley.com/book/vorclaw
It will also become widely available online in the coming weeks and you can check this by searching your Books ISBN into a Google.
ISBN No: 9781398407398
To celebrate, they gave me a special 25% off DISCOUNT CODE off Paperbacks on their website. Use code AUTHOR0222 at checkout.
This code will expire on the 30th April 2022.
** This code does not work in conjunction with any other discounts on our website**
There is also an Amazon site: https://www.amazon.com/gp/product/B09WB27RCH/ref=dbs\_a\_def\_rwt\_bibl\_vppi\_i0
I want to thank Gary Gygax for giving me a place to play and grow my imagination.
Jason
He Who Fights With Monsters
Its available free online to read, but I have been listening to the audio books on Audible.
https://www.amazon.com/He-Who-Fights-with-Monsters-6-book-series/dp/B08WF8SB71
I really love this idea and implemented something similar at my table a while back. I highly recommend the Wildwood Tarot. The pictures on the cards are really cool and give the deck a dark fey/druidy kind of theme.
My biggest mistake with the homebrew deck was making every reverse pull give a negative effect to the user, and after a long string of bad pulls the player never wanted to use it again. I love how you reversed many of the effects but still made them benefit the player.
i looked back, and i want to keep it between the two power levels. ill sketch up a few features and ill make a strawpoll for here and the UA discord
https://www.strawpoll.me/16656024 is the poll
Hi TheWrongCrafter,
I believe you may be misunderstanding our rules on art citation. If you use an artist's work, you must provide their name. For example, the picture of the goat archer is called Forest Guardian and it was illustrated by TheCGCy. If something is public domain, you can just call it such. But that art in question is not public domain. And though we are not the copyright police, to be technical, Forest Guardian is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. Please be more diligent in the future.
Hi Lucas, I actually have a few other Planar based origins, one for the Abyss, one for the Nine Hells and another for Ysgard! You can find them at https://tinyurl.com/sargebrew.
I also have a Earth Sorcerer on the way, so keep your eyes peeled for that.
Oh, he will. Depending on how much Nezznar knows about the party you can actually give the ranger and the rogue some decent trouble, but the worry here is the damage output of Nezznar by himself. He's normally not alone in the chamber where you fight him. Depending on how you handle his encounter, sure it doesn't matter.
​
Ultimately it is your party, you know better off than anybody here what they can handle. I threw 7 Perytons to my players in the way to the lost mine, and they almost died. Almost. Because I knew they could handle it. Granted they didn't take advantage of cover or anything so the encounter was almost a TPK, but they made it. The same way I think you're good to do whatever you see fit to buff that pushover of a boss, I also think that the one thing you have to keep in mind is balancing the action economy with how much damage can your version of Nezznar do in a single turn. He looks fine, but if he's able to spend spell slots for additional attacks, he might just kill someone straight up in a single turn.
​
Side note: I did the same treatment for glasstaff. I turned him into a 9th level spellcaster that was making use of the Magic Jar spell. The encounter went beautifully with extra jars added in the mix. Here's the spell.
You're not trading anything, its a bonus from your subclass, but its very easy to gain shield proficiency via a feat or something and this excludes the bonus from doubling.
Draconic lineage is your skin and increases your base AC, this is just armor proficiency and you are always considered to be wielding a shield.
Titans Grip: yes controlling both hands is as you describe. The feature gets more expensive because it duplicates the damage die of your (cantrip scaling) mage hand and the cost directly relates the the increase in damage die.
Bigbys hand is already controlled as a bonus action. This lets you use your action to control a second hand instead of casting a spell or whatever else on that turn (which you can still do instead of controlling a hand).
Giants Embrace: Yes you are correct, this feature is functionally a leomunds (larger) hut that moves at the speed of a wind walk spell, not that crazy.
Gargantuan is an established size of object/creature in the game.. Though I should specify in some way that it shouldnt be used offensively other than transport to combat so good catch there.
Mantle of the collosus: Yes, the feature specifies "as part of the action to cast bigbys hand..." so once, simultaneously to the casting of bigby's hand.
Why don't you just make the spell do what the Rust Monster does?
​
If this was a published archetype from Wizards of the Coast, I would definitely expect it to be attacked to a different class, likely Barbarian (but Fighter might could work), but I dont see them creating a completely new class for an strength based unarmed fighter.
If you are interested in a Strength based unarmed class, there is a Pugilist homebrew class floating around. Its a very close parallel to the Monk (too close to expect a published class like it for DnD 5e from WotC), but with with a different theme and some different features that focus more on taking the blunt of a blow instead of avoiding it.
However, for a homebrew subclass, as long as you're aware of the issue, I personally dont think thing switching from DEX to STR at 3rd level is that big of a deal, if someone wants to use the subclass, they just dont start at levels 1 or 2.
From a balance perspective, using STR in place of DEX (for unarmed strike/unarmored defense) is strictly worse. Makes the character a great grappler, but trades a lot for it.
As for your recent changes (to Grapple Master), does advantage on dex checks help with grappling at all? From what I see in the rules for (Grappling)[https://roll20.net/compendium/dnd5e/Combat#toc_42], only strength (athletics) is used when attempting to grapple. Acrobatics or Athletics can be used to resist a grapple though. Maybe give proficiency in athletics instead? The second part of the ability seems to be a worse version of the Open Hand Monks 3rd level ability Open Hand Technique. Maybe allow for throwing/grappling targets when you hit with an attack from Flurry of Blows? (or unarmed strikes in general?)
Attacks dont provoke Opportunity Attacks, leaving a creatures reach is what triggers the attack, so you would just need to say that the unarmed strikes gain a range of 10 feet, until the end of the turn. How the monk accomplishes a 10 foot unarmed strike is left to the player, but mechanic wise, the Monk would never actually "leave" their current location, and never triggering opportunity attacks. This is assuming normal creatures with only a 5 foot reach.
If you didnt want to have 10 foot unarmed strikes (going with your second idea), it would have to read along the lines of: after making a attack with your long blade, creatures that you attack with an unarmed strike can not make opportunity attacks against you for the rest of the turn.
Unless I'm missing something, damage wise both should be identical to normal monks (using a 1d8 weapon for Attack Action and unarmed strike for bonus actions), with the subclass primary benefit being 10 foot reach, allowing for a mobile playstyle without worrying about opportunity attacks (from most enemies) or having to use step of the wind.
Compared with the long sword the Kensei gets (from the v2 Missing weapons as you mentioned), a 1d8 two-handed, reach weapon seems to be a side grade, so using it with DEX should be fine, as it would have the same amount of subclass "power budget" as the Kensei weapon. However, the Kensei gets a couple other things at level 3, so you should have room to give your monk a couple extra features.
One question I have is the modification to deflect missiles. It appears to be the same as normal deflect missiles, with the exception you use the weapon instead of a free hand. However, two handed weapons only need two hands when making an attack with it, but not for holding it. So even without this change, this monk can use deflect missiles while holding a two handed weapon.
You're certainly not wrong, although the 24d10 is rooted in the DMG's guide for creating traps. Something tells me some of those values are not used as often in practice...
Great observation on what happens if a spell passes by the crystal. That is something I will put on the docket to address in a future update. I would argue that if the crystal was shattered on the ground, the crystal would cease to function from being too damaged to absorb spells.
Glad you enjoy the concept, I thought i'd try my hand at giving DMs a new tool to play with in dungeon design!
The way the spell is written at the moment it is literally just a damage spell. As written right now "The coffin turns to ash at the start of its next turn." 'Its' can only refer to the target, meaning that this spell is just a Con save vs 5d12 piercing damage. The coffin itself seems to only be an advantage in that the creature is never going to be moving if this is cast in any way other than through a readied action, which is just clunky to do in any case. Even if it were to be cast that way, the trapped creature can still take actions so long as they aren't using movement as written.
Other commenters have been saying that it should be more of a control oriented spell, and I agree entirely. You OP say that you're not changing it because of the direction you wanted to take, but if the direction you're going for is single target damage, I think calling it entomb seems like it leads people to the conclusion that it would be effective at actually locking up cultists, monsters, and vampires rather than magically stabbing them a bit.
This is also absolutely not a spell from the necromancy school. It seems like it ought to instead be transmutation, as it has little more to do with the manipulation of the forces of life and death than does a sword.
Take a look at Blight which is an extremely similar spell: single target necromancy allowing a Con save vs. damage with a flavorful interaction with a particular type of creature.
Thank you for the help!
Here is an explanation of madness, scroll down a little and there is a short term madness table: https://roll20.net/compendium/dnd5e/Madness#content
If we are capping the presences favour at a d6 do you think it seems reasonable to give that at level 10 and possibly allow you to spend 2 at once at level 14?
My group and I have been playing with this rule set for about a month now. A few questions have come up, and I'll post them as my players remind me.
Well here it is: https://onedrive.live.com/redir?resid=C3032ADB0EF46534!1361&authkey=!AHfwdhMLOLf2gPo&ithint=file%2cdocx
As I said before the Archetype features/discoveries for level 14 and 18 are still missing but other than that i guess it is kinda ok :D
Please do tell what your thoughts are about this :)
mstrMOUSTACHe has made the following comment(s) regarding their post:
[Link to the PDF: [https://www.docdroid.net/DLi44xn...](/r/UnearthedArcana/comments/oxzf0r/path_of_the_tyrant_make_your_barbarian_a_brutal/h7plh07/)
mstrMOUSTACHe has made the following comment(s) regarding their post:
[Link to full PDF: [https://www.docdroid.net/yn6AYN...](/r/UnearthedArcana/comments/oou6gk/the_domain_of_revelry_drink_and_be_merry_with/h60v0j7/)
Need a few pairs of eyes on my first draft of a Fighter subclass I'm making for a friend, the Whirling Dervish (also taking suggestions for names). It specializes in throwing weapons. I think the Steel Dance might be overloaded, but I need some help paring it down. Not too worried about the 15/18 features, since our campaigns never go there, but if you have time feedback about those is also welcome!
https://www.notion.so/Whirling-Dervish-90a729096b0b4f2a96086f6b4ff86308
Ah that is some really good first hand experience for me here, thank you! And a fellow obsidian.md user, that is also my go-to note tool, especially for my pen & paper material. Do you use the linking feature alot? Because I see myself not using it too much for this kind of work.
The pretty looking stuff (worked out pretty well on your work btw) is also important to me since I want to use some of my work as a pre-session zero props/reading material for players.
From https://roll20.net/compendium/dnd5e/Spell%20Scroll#content:
A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
To copy a spell from a scroll you need to succed in a int check, sothats what I meant.
And I think that using time is still a resource, and I dont think it needs that much. I guess if there were at least some other ways to get it - If you use Animal Friendship with the animal, or speak with him - or at the very least reduce the time/dc I think it would go nicely
Good call on the clause, I'll add that.
I modeled Enlightened Deflection off the Missile Deflection that Monk's have. It does seem pretty strong so I like your idea of some kind of dodging mechanic.
Yes, when your modifier changes to +6 at Str 22, your carrying capacity will increase by 1 from 13 to 14.
Ability score modifiers you can check here
yeah will morph all the subclasses into the main class and add an index table with link to easily get around.
Thank, i must have missed those.
You can find the rules for jumping here:
https://roll20.net/compendium/dnd5e/Movement#toc_6
Its basically if it get a 10 feet run up, it can jump a distance equal to its strength score, so if it has 20 Strength it can jump 20 feet, if it has 15 it can jump 15 feet and so on.
yeah i was inspired by the Manicore but i think it came out a little clunky. So i defiantly think a Wing attack could help.
>Is there a limit to how many times I can use a medicine kit to heal people?
The Healer's Kit has ten uses, according to roll20. Each attempt to stabilize a creature consumes one of these uses.
You can technically just call them "free actions" since it would be to long winded to say....
I would have to put the mechanic under this event. other mechanics ofc don't say this but its technically a free action. Example: Way of the Long Death Feature;
Beginning at 11th level, when you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
Yeah i think that depends on what kind of companion you have, also what kind of food it wanna eat, beasts would eat.
If you look here you can see the prices for animal feed which is much lower than rations.
https://roll20.net/compendium/dnd5e/Mounts%20and%20Vehicles#content
Hey there!
This is the very first magic item I've ever come up with. It's been a lot of fun roleplaying the bored line operators checking credentials and taking their sweet time while adventurers were in life-or-death situations with extreme urgency.
Mechanically, you can see this as a more versatile, but much less practical version of spell scrolls.
This certainly won't be a good fit for all tables, but if you run a high magic setting, this is a fun way to keep it relatable.
The art can be found here
I have a wordpress where I catalogue all of the free content I've made, check it out if you have a minute: https://trekiros.com
Get the archetype: Witchery Conclave
Creator: Myself, Gabriel Witcel
Artist: 1shortdesign, Public Domain on Pixabay
Get in the DM's Guild: Zavix's Book of Everything
Art is public domain: Source
It's an anime that is known for being gloriously, and purposfully, over-the-top. The anime makes fun of anime with obviously WAY OVER THE TOP premises and reactions by the characters.
The power used by the characters in the first episode of the season I linked above are called 'stand's. They are basically this monk class xD
I made a quick Java program to compare this way of rolling with other ways here. If anyone has any questions about it (how to use or if you are interested in the code), feel free to ask.
TurquoisePoise has made the following comment(s) regarding their post:
[[Samurai (full PDF)](https://www.docdroid.net/Kbyz...](/r/UnearthedArcana/comments/hqqtn2/samurai_class_full_pdf_in_comments/fxzh104/)
New to Reddit so apologies this is incorrectly done.
the short story is I created a minion mancer because SO wanted to control a pack of wolves and couldn't find a class to do so. I am just starting to play and want to make sure that the class makes sense and does not run amuck.
my main concerns are that the class are as followed: --too much damage --feats are overloaded, create unbalanced interactions, or are useless. --should the amount of pack usage be limited (I would like to stay away from this as this is the heart of the class but I can understand the need. But would rather move to this than nerfing the pack to the ground) --wording is not clear or needs to be fixed --too little damage --spell list doesn't make sense, too large or small, different spells should be used. --too much recharge
Thanks for the help and feel free to use the class if you would like.
Hey mate!
Here's a quick roundup of what's in a 'Foundry-Ready' module:
Regarding sound: some (well... one) adventures has a few voice-acted parts (there's another one coming up). But there's no ambience etc. I tend to just use Michael Ghelfi; he's a nice guy and I've collabed with him before.
If you want a taster, here's a free Foundry-Ready adventure: https://foundryvtt.com/packages/humperdink-mad-biomancer-tower/
​
Hope that helps! :)
About your other points.
Well, you can usually have things equal or better than Natural Armor and Natural Weapon for 25 gp., and I don't think losing your equipment is all that common. My choice of those values is that I don't want the beast form to be much worse in combat than the humanoid, so I thought a 1d8 damage die and 12+Dex AC was fine. I might tone that down a bit, maybe to 1d6 and 11+dex.
I have had a hard time thinking about the DC and damage for Poisoned by Silver. I can see a rogue, a ranger or a barbarian choosing this race, and they deal very differently with Constitution saves, and some wouldn't bother taking 1d4 damage, while for others, a stack of 2d6 could be a lot. Also, rangers and druids have to concentrate on their spells every time they take that damage.
In the end, I choose to not be too heavy here, after all, races don't usually give disadvantage. But I think I'll let the damage as 1d6 per stack per round. I'm not sure about scaling the DC, an experienced shifter should be able to deal with its weakness better than a young one. Removing only one stack on a successful save also makes sense; I've based this trait on the Sword of Wounding, there you remove all stacks at once, and you can have someone else using medicine on you (which is a thing I might also add here).
Overall, I'm very greateful for your feedback, and I'm glad you liked my homebrew race. Thank you.
https://roll20.net/compendium/dnd5e/Shambling%20Mound#content
I am not super familiarized with 10th level combat but looking over the Shambling Mound statblock, it seems strong enough on its own to have a 10th level druid be able Do 2 attacks (totaling 4d8+8 damage) and than on top of that having a auto grapple that also deals damage if they continue to fail the grapple.
I was thinking more about it, and it actually seems close to Glyph of Warding in a way.
> If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
This seems just like the 5th level version of that. Whereas GoW let's you sacrifice one spell slot to store a spell that gets discharged once, this spell let's you store a spell permanently, so the slot should be permanent. Lose the spell slot you use for Permanency, and the spell slot for the spell cast.
I think for any spell, you want to make it not strictly better than another spell of the same level. I'd probably still choose Permanency, but doing it this way naturally limits the number of times a character could choose it, and makes it so it's an option for customization, rather than a must-have.
I might not make this apply to area spells, since players can't carry those with them and there are a few other area spells that just have you cast the same spell over and over again to get a permanent effect (Guards and Wards, Teleportation Circle, etc..)
>"bronze plating" should be "natural armor" I disagree, it isn't natural at all. I dislike calling everything that heightens AC natural armor.
Are you sure ft. should be spelled out? I got the ability from here, where it's spelled ft. as well. https://roll20.net/compendium/dnd5e/Warhorse#content
>Having a cube centered on itself is odd. I would make this a radius (sphere) instead I want to say all spaces adjacent to the ostrich, and thought a 15-foot cube centered on itself would work best for that, how would a sphere work differently?
I fixed the other mistakes in the homebrewery! http://homebrewery.naturalcrit.com/share/SJK9SVg-G
He fought off and killed Jedi Masters, so CR8 would be far too low to do him honour. I mean, a Human can be at that level, like the Assasin
But to make him CR8 remove the Reactive, give him 3 attacks instead of 5, Lower the HP a lot and stats by a bit. Good to go.
If he uses his reaction, yes. But if someone attacks him three times in a turn he can only parry once. And it only works against melee attacks.
I based him off of a Marilith, who gets this ability as well: https://roll20.net/compendium/dnd5e/Marilith#content
Thanks for the reply!
This stuff is kinda nitty-gritty minutiae, so it's fine by me if you have different opinions :)
The "swim speed" stylistic choice makes sense; you may still want to do a Ctrl + F to replace "movement speed" with "walking speed".
For the cover art, I did the enlargement/noise reduction with Waifu2X and then adjusted the color balance using Photopea's Curves tool (Ctrl + M).
I'm super happy with how the class looks right now, especially when compared to the PHB Sorcerer. It might be a while before I'm able to run a D&D campaign, but I'll be sure to let you know how it goes once that happens :)
Appreciate it :)
The podcast, for those that haven't heard of it. They are two fine folks that review (or I suppose mostly chat about) various Homebrew pretty much exclusively - as people often mention they are looking for more Homebrew review resources, it's definitely a thing people might be interested in checking out (they obviously review far more than just my stuff - that's episode 54, so there's plenty of other ones to browse through).
I love it for a few reasons:
Plus, I got the premium version because I'm a student. So yay, unlimited amount of people who can help me contribute and an API in the future for even more data control.
Not OP, but it seems like OP is referencing Gift from the God's from Black Crusade, a Warhammer 40,000 RPG book, pg292 ish. While not a simple drag and drop into 5e, a lot of them are vague enough and directed enough you could convert them with some thought.
GM Binder and Homebrewery are the two most popular, but if you are a LaTeX fan as it seems there is this as well:
Unless that's what you are already using.
You can do a lot with LaTeX. It's a typesetting language popular among mathematicians and other notation-heavy fields.
Here is an example of someone (that is, not me -- the original posting is somewhere in one of the DM forums) using LaTeX to emulate stat blocks.
Background pictures and spacing pretty straight-forward once you know the language, but there's a notable knowledge-barrier-to-entry when, ya know, learning a new language.
I made this class inspired by the class from the game Darkest Dungeon.
The firearm stats and rules are taken from Matt Mercer's Gunslinger Fighter archetype that he adapted from Pathfinder for his game.
The main thing I'm unsure about is the quality of the 17th Level ability (Bandit's Sense)
It isn't finished, but after spending a good few hours working on it on stream, i'm pooped. Hopefully it explains better.
For it to work, it's kinda like magic items, you don't give someone staff of Fire Storm at level 1. xD
You can find it here, https://sites.google.com/view/tarred-skies-rpg/rule-supplements/firearms
The example items were ones I made a month or so ago so isn't the best example, im thinking i'll make the firearms increase potential range, possibly add accuracy or act as finesse with scopes etc. Avoiding adding dex onto them immediately as with something like a shotgun, it's not really a marksman rifle, and a heavy rapid cycling weapon isn't exactly able to be handled without some brawn.
Short, simple, and sweet! Great work!
Some nit-picky things;
1: Quoting Cherry on top:
> Whenever a critical hit is scored on a creature you can see, you can expend one of your uses of Bardic Inspiration as a reaction to make a ranged weapon attack against that creature.
so if I see my fellow party member attack lets say, 320 + 5 ft. away across a very large field, according to this I would be able to make an attack at the receiver of the critical hit even though it is out of range on my crossbow.
2: Cookies can definitely burn, i would just give them fire resistance to be safe against shenanigans that trigger when things heal or something.
3: All the golems should have there own action sure, but make them share an initiative to make it easier to keep track of. Also maybe give them 1 attack for less rolls. The single worst thing about summons is how much time they take up in combat.
4: Maybe have them able to summon the 6 per long rest? otherwise why would they ever not summon 6 at a time.
5:Put some limits on the golems! right now they could summon 6 a day, amassing an army of infinite size given enough time. make them "get stale" after 24 hours, or that you can only "resummon" one that dies after a long rest. Or at least say they can only have the 6 at a time.
6: The Cherry on top doesn't really feel like it fits the rest, it's cool! (and maybe a bit underpowered) & I don't know what I'd replace it with, but maybe some kind of temp-hp with bardic inspiration? or an upgrade to the pastries?
7: You could take a page from Conjure Woodland Beings and let them select weaker small gingerbreads or one big one!
I don't like it much.
Flavour-wise it's very ok, but I like that each sub-class must have their unique to way to use core-class features.
I would give him some feature to use improvised items (if they are kitchen utensils) as weapons.
Then I would let him use his standard Bardic Inspiration to boost his allies features and abilities.
Something like regaining long rest features, spell slots or exhaustion to his allies during a short rest if they eat his food.
Being a Bard, he probably can make magical food that does more than the ordinary chef.
I would give him this spell (https://roll20.net/compendium/dnd5e/Magnificent%20Mansion#content) at a lower effects. Or even with addition levels and/or make weaker versions of that spell.
Mark of the Prince: I like it, but not all campaigns will feature fiend-type creatures except for your imp, which is absolutely obedient. I'd change it to be a bit more mechanically valid. Better than the summon, though. It's just a suggestion, but perhaps:
One Of Their Kind: Starting at 1st level, your pact makes you become more like the fiends you made a deal with. You gain the ability to Shapechange into a rat, raven, or spider, and you gain advantage on charisma (persuasion) checks made during interactions with a fiend.
For the 6th level ability, you removed the extra spell slots, which is good. However, strength in 5e is also limited through concentration for powerful buffs. Whether you allow the imp to hold its own concentration will have an effect on how powerful the warlock is by extension. I don't think it's too bad to let the imp have it's own concentration and it's distinct from the other classes, albeit powerful. It's nice.
For the 10th level ability: At first glance, 4d6 isn't that strong compared to what the other classes have, but upon closer examination, the imp has it's own 3d6 poison effect on attack. Also, psychic damage is rarely resisted, one of the only two by passing a bear totem barbarian's rage. Together, this makes for a really strong attack every turn. Considering lowering the damage, since the damage type is there for RP purposes.
I think the 14th ability is decent, but I lack the knowledge to pass proper judgement.
Verdict: Much better than before, as far as I can tell.
Hey, I made some changes based on your feedback, if you are still willing to take a look at my work you can find the "reworked" document here. The document is pretty spartan, so please ignore the bad layout and all that stuff, it is supposed to be a sketch to get feedback regarding how balanced it is right now.
You mean this guy, right?
I wasn't lurking much when you created it so I didn't give feedback at the time. I might go back and do so in a bit, here, because I am reviewing it; however, for the sake of this thread ... while you certainly have a lot of interesting ideas in this class, I think it could easily have been done as a subclass or variant of Sorcerer or Warlock, as a Prestige Class geared towards one of those classes, or towards Druid.
Your Spiritual Guides are certainly unique and interesting, and deserving to be focused on. They'd make great features for Sorcerer or Warlock to focus on.
But the class overall does not bring any truly unique mechanics into play which make me feel it must have been a custom class as opposed to an archetype.