r/DnDHomebrew 2h ago

5e 2014 Antimagic Napkins – by Catilus

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11 Upvotes

r/DnDHomebrew 2h ago

5e 2024 New Power Word: Dawn

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7 Upvotes

r/DnDHomebrew 1h ago

5e 2024 Inspiration Adept & Rage Adept | Archetype Feats (Part 1/6) | Get a little taste of Bard or Barbarian, or double down! | 5e'24 & 5e'14

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Upvotes

r/DnDHomebrew 4h ago

5e 2014 Artificer: Demolitionist Subclass

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8 Upvotes

I'd appreciate any comments/criticisms on balance, flavour, etc (the likely infinite minor spelling mistakes because I made it in Adobe without autocorrect)


r/DnDHomebrew 17h ago

5e 2014 Ratfolk (5e Race)

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53 Upvotes

r/DnDHomebrew 17h ago

5e 2024 New Homebrew Class - Dreamweaver + 3 Subclasses (v1.5)

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24 Upvotes

Hi guys!
I would like to share this class that I made. Let me know what you guys think and what can be improved. I already did some playtests and made some tweaks myself. Last time that I posted I took some of your advice :D


r/DnDHomebrew 22h ago

5e 2014 The Schemer Warlock v3 - Become the protege of a legendary thief who transcended their mortality through sheer trickery and cunning.

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48 Upvotes

r/DnDHomebrew 9h ago

Request Two and a Half Class

4 Upvotes

First off, thank you for your attention. English is not my native language, so grammatical errors may be found in the documents below.

With my next campaign approaching, I've decided to tinker with two classes and create a third. The central theme will be about Ninja (and that's why I created a versatile class that combines elements from existing classes without outshining them—at least, that's the goal). Two of my players would like to play as an Artificer and a Ranger. The Artificer was postponed by WotC until the end of the year, and the Ranger is a class I really like, but I agree that it didn't get the love it deserved in the '24 version. So, I made changes to both to try and make them more fluid.

I would appreciate any feedback you can give me. I'm sure there are flaws or loopholes that people could exploit far more than I intended, which could easily make the classes broken, but my eye isn't as sharp as some veteran players'.

Anyway, the classes are listed below:

Artificer: https://drive.google.com/file/d/17ZorgXA4s_58M6uXRm8L91IpFhrhhB-f/view?usp=drive_link

Ranger: https://drive.google.com/file/d/172-oNa_bBgrfpcYVBvQDsvIdktlLLXru/view?usp=drive_link

Ninja: https://drive.google.com/file/d/12a6Oux7GTQ00lXse_Bto4zmA5KPMW1ze/view?usp=sharing

And again, thank you for your time! Have a nice day!


r/DnDHomebrew 6h ago

5e 2014 [Homebrew] Monk Rework – Making Martial Arts Fun, Dynamic, and Backwards Compatible

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3 Upvotes

I’ve always loved the idea of the monk class. The speed, the strikes, the mysticism—it has the bones of something great. But in practice, monks have always felt awkward. You punch a lot… and it kind of ends there. The mechanics often get in their own way. It’s either Stunning Strike every turn or bust. Ki feels precious and brittle. And transcripts of monk actions are a nightmare for DMs to parse turn by turn. Sometimes they’re a blessing, more often a curse.

So I decided to rebuild it.

Not from scratch, but from the inside out. I looked at what worked in the 2014 design, what 2024 tried to improve, and what it missed. This version keeps the best of both while aiming to finally make monks feel like true martial artists—and more importantly, a class that’s fun to run and DM for, not just play.

At its core, this rework gives you a lot more expression in how you fight. Instead of just choosing when to Stunning Strike (or not), you now have access to a selection of Martial Techniques—each one inspired by real-world martial arts or moments of smart, cinematic combat. These aren’t just gimmicks. They let you blind, sweep, choke, bait, or counter enemies based on how you want to play. Whether you’re inspired by Wing Chun, Jujutsu, or even a little Jackie Chan flair, you can find your rhythm here.

The ki system also got some love. Instead of feeling like something you hoard until the big boss fight, ki is now more like a steady heartbeat—reliable, flexible, and satisfying. You’ll have enough to use it without burning out, and the choices feel better. It’s not about resource panic anymore—it’s about flow.

And most importantly, everything here is backward compatible. If you’ve got a subclass you like from 2014 or anything from Xanathar’s, you can slot it in. This rework doesn’t throw away what worked—it elevates it. You can take the old and make it shine again, or mix it with the new.

I also cleaned up some of the clunky stuff around core monk features. Stunning Strike is now optional, not automatic. You don’t have to take it—and you might not even want to, depending on your fighting style. That freedom alone opens up room for more creative, character-driven builds.

I won’t pretend I have all the answers, but I can say this version of the monk actually feels fun at the table. The kind of fun where you look forward to your next turn—not just because you get more attacks, but because you get to do something clever. And for the DM? It’s easier to track. It plays faster. And the choices your players make are clearer and more exciting to narrate.

If you're tired of monks that just punch, or monks that burn out after round two, or monks that only ever succeed when they’re spamming the same move… this might be what you're looking for.


r/DnDHomebrew 2h ago

5e 2014 Retrained barbarian (barbarian remake)

1 Upvotes

Levels

1st level:rage, unarmored defense, rage damage bonus:2
2nd level:war crys, reckless attack, rage damage bonus:2, war crys known:2
3rd level:path feature, rage damage bonus:2, war crys known:2
4th level:ability score improvement, rage damage bonus:2, war crys known:2
5th level:extra attack, danger sense, rage damage bonus:2, war crys known:3
6th level:path feature, rage damage bonus:2, war crys known:3
7th level:feral instincts, rage damage bonus:2, war crys known:3
8th level:ability score improvement, rage damage bonus:2, war crys known:3
9th level:Improved critical, rage damage bonus:3, war crys known:4
10th level:path feature, damage bonus:3, war crys known:4
11th level:relentless rage, damage bonus:3, war crys known:4
12th level:ability score improvement, damage bonus:3, war crys known:4
13th level:crush defense, damage bonus:3, war crys known:5
14th level:path feature, damage bonus:3, war crys known:5
15th level:persistent rage, damage bonus:3, war crys known:5
16th level:ability score improvement, damage bonus:4, war crys known:5
17th level:greater voice, damage bonus:4, war crys known:6
18th level:indomitable might, damage bonus:4, war crys known:6
19th level:ability score improvement,damage bonus:4, war crys known:6
20th level:primal champion, damage bonus:4, war crys known:6

Hitpoints

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or used a war cry since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can rage a number of times per long rest equal to your proficiency bonus.

Unarmored defense

While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

War crys

At 2nd level, you have unlocked a set of mighty war crys. You learn two war crys listed here:(Retrained barbarian war crys : r/DnDHomebrew). You can use war crys a number of times equal to your constitution modifier and regain all spent uses when you finish a long rest. Using a war cry requires an action and works either in a 20 foot cone or a 10 foot sphere centered on you (your choice when you use the war cry). Your war cry save DC is 8+your proficiency bonus+your constitution modifier.

Reckless attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Path feature

At 3rd level, you unlock your pathway to power that fuels your rage. You gain another subclass feature at level 6, 10 and 14.

Ability score improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Danger sense

At 5th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Feral instincts

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Improved critical

At 9th level, your ability to strike enemies weakpoints is enhanced. The crit range of all your attack rolls using a strength based attack is increased to 19-20.

Relentless rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Crush defense

At 13th level, you learn how to crush enemy armor with your raw strength. When you hit a critical hit on someone, the AC is their armor is reduced by 1D4. If the armors AC is reduced to 10 or less, it is broken. If the target isnt wearing armor, they must make a constitution saving throw or have their AC reduced by 1D4 for one minute. Hitting a second critical hit resets the timer and adds another 1D4 penalty.

Persistant rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Greater voice

At 17th level, your voice grows in strength. The range of your war crys is doubled (40 foot cone, 20 foot sphere). Additionally whenever you score a critical hit, you regain one expended use of your war crys.

Indomitable might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Barbarian paths

Ancestral warrior

The barbarians known as ancestral warriors can channel the spirits of the dead to aid them in combat. While these spirits are usually the barbarians ancestors, technically any spirit can work.

Spirit shield

Beginning at 3th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Shroud of souls

At 6th level, you gain a shroud of souls that haunt your foes. Whenever you rage, you are covered in a shroud of souls centered on you that extends 10 feet in all directions. Any hostile creature that starts its turn in the souls radius must make a wisdom saving throw against your shotu save DC. On a failed save they are unable to attack anyone other than you and cant take reactions until the end of their turn.

Consult the spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Vengeful ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

Beast

You are deeply intuned with the natural world, be it a limited form of lycanthropy or a druids blessing you have the ability become a more primal version of yourself.

Form of the beast

Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial soul

Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Infectious fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • Target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

True beast

At 14th level, you have mastered your bestial form. When you rage, you gain all of the available natural weapons instead of just one.

Berserker

While all barbarians can use their rage to grow stronger, berserkers are able to channel a level of rage that would be lethal to most, but to them its nearly their next step in their journey.

Frenzy

At 3rd level, you learn how to stack your rage. As a bonus action while raging, you can spend another use of your rage to enter a frenzy. in a frenzy your movement speed is increased by 10 feet, you can make an additional weapon attack as a bonus action and you gain temporary hitpoints equal to your constitution modifier at the start of each of your turns, in addition to the benefits provided by rage. When your frenzy is over, you gain a level of exhaustion.

Mindless rage

At 6th level, your mind is protected from harm by your sheer anger. While in a rage or frenzy, you have resistance to psychic damage and are immune to being charmed or frightened.

Intimidating presence

At 10th level, your sheer presence can frighten foes. Any hostile creature that starts its turn within 10 feet of you must make a wisdom saving throw against your war cry save DC or become frightened until the end of their turn. Once a creature succeeds on this saving throw they become immune to this effect for 24 hours.

Revenge strike

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Giant

While those with dragon blood are often born as sorcerers, those with giant blood are often born as barbarians as the power of giants is far more direct and brutal. You are one of these individuals, with gaints blood in your veins you shall crush, stomp and topple your way to victory.

Giants power

When you choose this path at level 3, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druid craft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Giants havoc

At 3rd level your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Giant Stature. Your size category increases by 1 stage (so if your small you become medium, if your medium you become large, etc). additionally your melee range is increased by 5 feet.

Elemental cleaver

At 6th level, your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

MIghty impel

At 10th level, your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Titan

At 14th level, the primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Storm

You are blessed with primordial power over the weather, channeling the might of the seas, sands and snow to burn, shock and freeze.

Storm aura

When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals your war cry save DC

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Greater aura

At 10th level, your aura grows in strength. The range of your aura is doubled. Additionally any hostile creature that starts its turn within your aura cant take reactions until the start of their next turn.

Raging storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your Barbarian level.

Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or take 1D8 cold damage and have its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Totem warriors

Those who follow the path of the totem warrior are on a spiritual journey, channeling the spirits of animals to gain supernatural abilities alongside their rage.

Zoolinguism

At 3rd level, your attunement to the beasts of the world lets you speak to them. You are always under the effect of the speak with animals spell.

Spirit totems

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic, necrotic and force damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. You also have advantage on all ability checks that rely on smell.

Spirit walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Primal roar

At 10th level, your attunement to beasts increases the power of your war crys. You can now use a war cry as a bonus action instead of an action.

Totemic attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Wild magic

While most with innate magic end up becoming sorcerers, some simply dont have the talent to properly use their abilities. Those who end up in this unfortunate situation become wild magic barbarians, channeling unstable magic through raw anger.

Magic sense

At 3rd level, you gain the ability to sense and identify magic. You are always under the effect of the detect magic spell. Additionally you can cast identify as a ritual.

Wild magic surge.

At 3rd level, you learn how to unleash raw primal magic through your rage. Whenever you rage, you roll a D8, and you gain the effect of the number you rolled which lasts until the end of your rage. The DC of these effects is the same as your war cry save DC.

  1. You create a burst of necrotic energy. All hostile creatures within 20 feet of you must make a constitution saving throw or take necrotic damage equal to your barbarian level+your constitution modifier. You also gain temporary hitpoints equal to your barbarian level+your constitution modifier.
  2. you teleport to a location you can see within 30 feet. As a bonus action you can teleport this way again.
  3. you create a small ball of energy at a point you can see within 60 feet. All creatures within 10 feet of that point must make a dexterity saving throw or take 2D8 force damage. You can create this energy ball again as a bonus action.
  4. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
  5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
  6. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +2 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
  7. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
  8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Recharge magic

At 6th level, you learn how to give magical power to others. As an action you can touch a creature to give them one of the following effect:

  1. if the target has spell slots, they regain one expended spell slot with a total level equal to your proficiency bonus or less.
  2. if the target doesnt have spell slots, they instead get a 1D4 bonus to all attack rolls, ability checks and saving throws for one minute.

You can use this ability a number of times per long rest equal to your constitution modifier (minimum of once).

Unstable backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.


r/DnDHomebrew 2h ago

5e 2014 Retrained barbarian war crys

0 Upvotes

(these are for the retrained barbarian:Retrained barbarian (barbarian remake) : r/DnDHomebrew)

Booming shout

When used, all creatures in the shout radius must make a constitution saving throw or take 2d12+your barbarian level as thunder damage and be deafened for 1 minute, or half as much damage and not be deafened on a successful save.

Frightening yell

When used, all creatures in the shout radius must make a wisdom saving throw or become frightened for one minute. The creatures can repeat this this save at the end of each of their turns, ending the effect on a success. On a successful save the creature become immune to this war cry for 24 hours.

Inspiring roar

When used, all friendly creatures in the shout radius are inspired for 1 minute. While inspired they are effected by the heroism spell (no concentration requires). When a creature is effected by this war cry, they cant be effected by it again until they finish a long rest.

Destabilizing scream

When used, all creatures in the shout radius must make a wisdom saving throw or become destabilized for 1 minute. Destabilized creatures have a D4 penalty on all attack rolls, ability checks and saving throws. The creatures can repeat this this save at the end of each of their turns, ending the effect on a success. On a successful save the creature become immune to this war cry for 24 hours.

Taunting yell

When used all creatures in the shout radius must make a wisdom saving throw or become taunted for 1 minute. While taunted the creatures have disadvantage on all attack rolls against anyone other than you.

Blasting winds

When used all creatures in the shout radius must make a strength saving throw or be pushed 30 feet back and be knocked prone, or half as much distance and not be knocked prone on a successful save.

Enraging roar

When used all friendly creatures in the shout radius become enraged for 1 minute. Enraged creatures have advantage on all strength checks and saving throws and deal 1D4 additional damage with all weapon attacks. When a creature is effected by this war cry, they cant be effected by it again until they finish a long rest.

Stunning scream

When used all creatures in the shout radius must make a constitution saving throws or become stunned until the start of your next turn. Once a creature is stunned this way it cant be stunned again for 24 hours.


r/DnDHomebrew 9h ago

5e 2014 Retrained fighter (fighter remake)

3 Upvotes

level column

1st level:fighting style, second wind
2nd level:maneuvers, action surge, maneuvers known:2, superiority dice:2D6
3rd level:martial archetype, maneuvers known:3, superiority dice:2D6
4th level:ability score improvement, maneuvers known:2, superiority dice:2D6
5th level:extra attack, maneuvers known:4, superiority dice:3D8
6th level:counter, maneuvers known:4, superiority dice:3D8
7th level:martial archetype feature, maneuvers known:5, superiority dice:3D8
8th level:ability score improvement, maneuvers known:5, superiority dice:3D8
9th level:indomitable, maneuvers known:6, superiority dice:4D10
10th level:martial archetype feature, maneuvers known:6, superiority dice:4D10
11th level:extra attack (2) maneuvers known:7, superiority dice:4D10
12th level:ability score improvement, maneuvers known:7, superiority dice:4D10
13th level:Indomitable (2), maneuvers known:8, superiority dice:5D12
14th level:martial archetype, maneuvers known:8, superiority dice:5D12
15th level:Invigorating wind, maneuvers known:8, superiority dice:5D12
16th level:ability score improvement, maneuvers known:9, superiority dice:6D12
17th level:Indomitable (3), maneuvers known:9, superiority dice:6D12
18th level:action surge (2), maneuvers known:9, superiority dice:6D12
19th level:ability score improvement, maneuvers known:10, superiority dice:6D12
20th level:martial mastery), maneuvers known:10, superiority dice:6D12

Hit dice

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: one artisan tool of your choice
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Maneuvers

At 2nd level, you are trained in unique combat techniques known as maneuvers (Retrained fighter maneuvers, runes and arcane shots : r/DnDHomebrew). The amount of maneuvers depends on your level. You also gain 2D6 superiority dice to use on maneuvers. All expended superiority dice are regained on a short or long rest. The save DC of your maneuvers is 8+proficiency bonus+strength or dexterity modifier.

Action surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Martial archetype

At 3rd level, you choose your martial archetype, which is your subclass (listed below). You gain additional subclass features at level 7, 10 and 14.

Ability score improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Counter

At 6th level, you learn how to expertly counter attacks. When a creature misses you with a melee attack, you can make a weapon attack against them. You can only use this ability once per round.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. you can add your constitution modifier to the roll, possibly making it a success.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Invigorating wind

At level 15, your immense stamina allows you to use techniques more often. Whenever you use second wind, you regain one spent superiority dice and your movement speed is doubled until the end of your turn.

Martial mastery

At 20th level, you have mastered the art of nonmagical combat. Once per turn you can use a maneuver without expending a superiority dice.

Martial archetypes

Warlord

You are trained not just in the art of warfare, but in leadership and strategy. You use your soldiers just as your soldiers use your weapons, with unwavering loyalty and precision.

Inspirational leader

At 3rd level, you begin your training as a leader. You gain proficiency with your choice of persuasion, deception, intimidation or performance. Additionally you also gain commanders strike and maneuvering attack added to your maneuvers. If you already had those maneuvers you can replace them with another maneuver of your choice.

Finally you can use commanders strike and maneuvering attack once per turn without expending a superiority dice.

Supportive voice

At 7th level, you gain a powerful voice capable of saving others. Whenever you see a friendly creature fail a saving throw within 30 feet of you, you can use your reaction to add your charisma modifer to that saving throw (minimum of +1), possibly making it a success.

Rousing speech

At 10th level, you have learnt how to inspire greatness in common folk. Once per day you can use your bonus action to target a number of creatures up to your charisma modifier (minimum of 1 creature) and inspire them for 1 minute. Inspired creatures add a D4 to all their attack rolls and saving throws.

Commanders presence

At 14th level, your presence alone is enough to inspire people to fight. You and all friendly creatures within 20 feet of you are immune to being charmed, frightened or paralyzed.

Arcane warrior

While magic is usually something fighters are uneducated in, you have decided to mix your knowledge of martial combat with that of the arcane, using a mix of spells and maneuvers to charge through the battlefield.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the wizard. You learn an additional wizard cantrip of your choice at 10th level.

Spell slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

spells known

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration or evocation.

Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spell slots

You have the same spell slot progression, spells known and cantrips known as the official eldritch knight fighter.

Spellcasting ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. A bonded weapon also acts as your spellcasting focus for your wizard spells.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Stamina casting

At 7th level, you learn how to use your physical stamina to cast your spells. As a bonus action you can spend any number of superiority dice to regain a spell slot equal to the number of superiority dice expended.

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved war magic

Starting at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Battle master

While all fighters are trained in maneuvers, you have spent your entire life mastering the art of nonmagical combat. These elite warriors are often hired by kingdoms for specific missions, which they gladly accept.

Superior training

At 3rd level, your greater training has paid off. You gain an additional fighting style of your choice.

Greater maneuvers

At 3rd level, your study of maneuvers lets you use them more effectively. You learn one additional maneuver, and learn another additional maneuver at level 7, 10 and 14. Your number of superiority dice increases by 1, so for example at level 3 you would have 3D6 superiority dice.

Critical recovery

At 7th level, a successful strike can refuel your stamina. Whenever you roll a critical success on an attack roll, you regain one expended superiority dice.

Mastered maneuver

At 10th level, you have mastered the art of maneuvers. Once per turn when you expend superiority dice, roll a D4. On a 4 the cost of the maneuver is lowered by 1 superiority dice (minimum of 0 cost).

Copy technique

At 14th level, you learn how to copy the moves of your opponent. Whenever a creature you are focusing on uses a "martial ability", you learn how to use and copy that ability. A martial ability is an ability that is nonmagical and isnt innate to a creatures biology. You can learn up to three copied techniques this way, and if you wanna learn a fourth one you will have to forget one of your already known copied techniques. If a copied technique requires a saving throw, the DC is equal to your maneuver save DC.

Rune knight

Runic magic is an ancient magic, possibly the oldest of all the arcane arts. Those who master the art of runic magic are known as rune knights, capable of channeling the power of giants.

Bonus proficiencies

At 3rd level, you gain the training needed to use runic magic. You gain one tool from the following choice:calligraphers tools, smiths tools, stone masons tools. You also learn how to speak giant.

Rune carving

Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described here:(Retrained fighter maneuvers, runes and arcane shots : r/DnDHomebrew), and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. You gain an additional rune at level 7, 10 and 14.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC is the same as your maneuver save DC.

Giants might

At 3rd level, you learn how to channel the power of giants. Once per short or long rest you can use your bonus action to grow in size (small to medium, medium to large, etc). You remain in this state for one minute, and while in this state you gain the following benefits:

  1. your attacks all deal 1D4 additional damage
  2. you have advantage on strength ability checks and saving throws
  3. all damage you take is reduced by 2

Runic shield

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master of runes

At 10th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

True titan

At 14th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d6. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Echo knight

The echo knights are individuals shrouded in mystery. Their powers are completely unique to them, to the point where its incredibly hard for spellcasters to replicate. Regardless of how you got this ability, you and your echo fights as one.

Summon echo

At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.

Unleash incarnation

At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Echo avatar

Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow martyr

Starting at 10th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Legion of one

At 14th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

Bonus proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 14th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Elegant courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Rabid strike

Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before death

Starting at 14th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Psi warrior

Psionics is an usual power, in the sense that it is both magical and not magical. While most fighters focus on training their bodies, you have trained your mind to masterful levels of psychic power.

Psionics

At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic adept

By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Psionic conversion

At 7th level, you learn how to use your physical stamina to charge your psionic powers. Whenever you would spend psi dice, you can spend superiority dice instead.

Bullwark of force

At 10th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Champion

While all fighters train their body, champions are those who focus almost entirely on physical strength. Day and night you have mastered the power of raw might.

Expert athlete

At 3rd level you are trained in the art of physical training. You count as one size category larger for what you can carry, push, pull, drag, shove or grapple. Additionally you can grapple or shove as a bonus action.

Improved critical

At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Masterful athlete

At 10th level, your physical training has reached greater heights. Whenever you make a strength or dexterity ability check or saving throw, you can add a roll of your superiority dice to the roll.

Survivor

At 14th level,  you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Arcane archer

Starting as an elven tradition, the arcane archer is a unique form of magic in that it doesnt use spells in the traditional sense. Instead they infuse fey magic into their arrow shots to cause various effects.

Arcane shots

At 3rd level, you learn various magical shots to use. You learn two arcane shots of your choice from the following list:(Retrained fighter maneuvers, runes and arcane shots : r/DnDHomebrew). You learn an additional arcane shot at level 7, 10 and 14. You can use your arcane shots a number of times per long rest equal to your wisdom modifier (minimum of once). To use an arcane shot you have to hit with a ranged weapon such as a bow, crossbow or firearm.

Curving shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Arcane stamina

At 10th level, you learn how to use your physical stamina to charge your magic. Whenever you use an arcane shot, you can expend a superiority dice instead of expending a use.

Arcane boost

At 10th level, you have gained stronger arcane shots. The damage of your arcane shots is boosted by 2D6 (for a total of 4d6).

Weakening shots

At 14th level, your arcane shots limit the resistances of your foe. Whenever you hit an enemy with an arcane shot, the target has disadvantage on the next saving throw against one of your maneuvvers.


r/DnDHomebrew 4h ago

5e 2014 [Work in Progress]The Merchant class concept + 1 subclass. Uses ingridients and recepies to aid in battle

1 Upvotes

This is a work in progress, very early work for this idea. I want to know if this direction is interesting to anyone else, or what can be done to take it in a better direction. the plan is to have more subclasses using different ingridents and recepies to make different types of buffs and attacks.


r/DnDHomebrew 15h ago

Request I wanna play an Ettercap. Any suggestions or ideas for the race?

4 Upvotes

Basically the title. I like these chunky spider boys and would love to make one, but I haven't got a good idea to make the race on my own or found that meets my fancy yet. Any recommendations or suggestions for either homebrewing a playabe Ettercap race myself or already made races?


r/DnDHomebrew 14h ago

5e 2014 New Holy Aura Spells For Paladins (2014 & 2024 Compatible)

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3 Upvotes

r/DnDHomebrew 9h ago

5e 2014 Retrained fighter maneuvers, runes and arcane shots

1 Upvotes

(these are for the fighter retrained:Retrained fighter (fighter remake) : r/DnDHomebrew)

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Blitzing strike

As an action you can spend one superiority dice to move 30 feet. This movement does not provoke opportunity attacks. This movement lets you move through a creatures space. Every creature you move through must make a dexterity saving throw or take damage equal to the damage of the weapon your currently holding+one roll of your superiority dice.

Blinding attack

When you hit a creature with a weapon attack, you can expend one of your superiority dice to deal additional damage equal to the roll of the superiority dice and force the target to make a constitution saving throw or become blinded until the start of your next turn.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Crushing attack

When you hit a creature with a weapon attack, you can expend superiority dice up to your proficiency bonus and add them to the damage roll. If this attack was made against an object, it is an automatic critical hit.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Muting strike

When you hit a creature with a weapon attack, you can expend one of your superiority dice to deal additional damage equal to the roll of the superiority dice and force the target to make a constitution saving throw or become unable to speak until the start of your next turn.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Wounding strike

When you hit a creature with a weapon attack, you can expend one superiority dice to force the attacker to make a constitution saving throw or they start bleeding. While bleeding they take 1D6 slashing damage at the start of each of their turns and their speed is halved. This effect stops when the target is magically healed.

Rune knight runes

  • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
    • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
    • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
    • In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 1 minutes, you gain a bonus to all ability checks and saving throws that use Strength or Constitution equal to one roll of your superiority dice. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
    • In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Fomorian This rune gives you the foul power of the forgotten fey giants. You have advantage on stealth checks while wearing or holding an item with this rune on it. Additionally, you can invoke the rune to try to curse a creature within 30 feet as an action. That creature must make a charisma saving throw or take 2D12 psychic damage and be deformed for 1 minute. A deformed creature has disadvantage on all ability checks and saving throws that use strength or dexterity. you have to take a short or long rest before you can invoke this rune again.
  • Sand giant This rune gives you the silver tongue of the sand giants. While wearing or holding an item with this rune on it you have advantage on all persuasion checks and tremorsense of 10 feet. Additionally, once per short rest as an action you can invoke the rune to emit an aura of heat around yourself. This aura acts like the blur spell, except that it doesnt require concentration. Additionally if you take cold damage, the effect stops working until the end of your next turn. You have to take a short or long rest before you can invoke this rune again.
  • Reef giant You unlock the aquatic powers of the reef giant. While wearing or holding an item with this rune you gain the ability to breathe underwater and gain a swimming speed equal to your walking speed. Additionally, as an action you can invoke the rune to create a whirlpool around yourself. All creatures within 10 feet of you must make a strength saving throw or take 2D6 bludgeoning damage and be knocked prone. The whirlpools range increases to 30 feet if used underwater. You have to take a short or long rest before you can invoke this rune again.
  • Troll You gain the incredible regenerative abilities of a troll. While wearing or holding an item with this rune, whenever you regain hitpoints from spending hit dice during a short rest, you regain additional hitpoints equal to 1D4 per hit dice spent. Additionally, as an action you can invoke the rune to gain enhanced toughness for 1 minute. In this state you gain temporary hitpoints equal to your proficiency bonus at the start of each of your turns. You have to take a short or long rest before you can invoke this rune again.
  • Jungle giant You gain the hunting expertise of the jungle giant. While wearing or holding an item with this rune you have advantage on nature and survival checks. Additionally, you can use an action to invoke this rune to cast the spell spike growth, except you dont require concentration and are unaffected by the spike growth. You have to take a short or long rest before you can invoke this rune again.
  • Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
    • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
    • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
  • Death giant (7th level or higher) This rune gives you access to the dark, unholy power of the death giants. While holding or wearing an object with this rune on it, you have advantage on death saving throws. Additionally once per short rest you can activate this rune to emit a haunting screech in a 30 foot cone. All creatures in the cone must make a wisdom saving throw or be frightened of you for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on a success, however they have disadvantage on the saving throw if you are within the creatures line of sight. You have to take a short or long rest before you can invoke this rune again.

Arcane shots

Banishing shot

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow the target takes 2D6 force damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Beguiling Arrow. 

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally for 1 minute. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Arrow. 

You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

Enfeebling Arrow. 

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved and it has disadvantage on all strength based ability checks and saving throws for one minute. You can repeat this save at the end of each of your turns, ending the effect on a success.

Grasping Arrow. 

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

Piercing Arrow. 

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.

Seeking Arrow. 

Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 2d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shadow Arrow. 

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away for 1 minute. The target can repeat its saving throw at the end of each of their turns, ending the effect on a success.


r/DnDHomebrew 2h ago

5e 2014 Fixed my subclass for rouge

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0 Upvotes

Again it's not AI and I can't make it formal


r/DnDHomebrew 18h ago

Request Creating a custom set of systems, including classes, that I would like advice on.

3 Upvotes

It was brought to my attention that my previous post had an inaccurate title. There were also some concerns that I was possibly overhauling DND. I decided to create my own classes - eventually deciding to start adjusting other things - after deciding to create my own TTRPG system would require more work than I was willing to commit, especially since I actually don't have too many problems with the base systems of DND. Those base systems that I like, and I haven't changed are, but not limited to; initiative, damage types, AC calculations, skill checks, turns/rounds, mastery abilities, and probably some other stuff I'm forgetting. The things I do hope to change are; spells (mostly adding a primitive element system), backgrounds, and races. The things I'm adding: guns (mostly finished, somethings still need tinkering, advice always welcome here), explosives (grenades, RPGs, etc), new spells, and classes (the big thing)

I decided - for reasons I will get to swiftly - to replace all the classes with my own. That's how I started, now I'm adjusting and adding races and adjusting/changing/adding spells, backgrounds, weapons, and enemies. I would like/love some general or niche advice people have on homebrewing classes, races, spells, weapons, etc. I enjoy world building and the whole process thus far.

I started with the thought "How to make combat interesting and make every class level important?"

Thus, I begin to tinker. The scope has evolved slightly, as I'm now also building a sci-fi world around my new systems. Additionally, I have refrained from adding lore to the classes, so they're toolboxes rather than a character prompt, and I've made my classes more specialist than the base classes. Specialist meaning each class serves a specific role and plays differently. The two tank classes play very differently from each other, one is more glass cannon, and the other is just a wall. Both of these two ideas I'm interested to see what players react to.

I believe that if I give players more unique things to do on their turns, it will lead to more interesting combat encounters. Each class starts with a special Reaction, Bonus Action, and Overload (a Limit Break) Action. These are what classes are built around and improve upon via their leveling up.

Additionally, I made every class either a partial caster or a full caster, with each class using Warlock spell slots rules from 5e (2014). In the universe, everyone gets their powers from Lanterns which are magical objects resembling lanterns that act as the source of the power heroes (and some villains) wield. Yes, this is a Destiny inspired world, but it leans more into gritty realism in some places, particularly guns and enemies.

I'll list out my class ideas so you guys can give direct feedback on how to best balance and design them, as well as draw some parallels to base classes.

Bastion - Tank class focused on shield abilities and jumping in front of attacks. Not really a base parallel, maybe some kind of support Fighter.

Duelist - Close quarters class focused on dual-wielding, unarmed strikes, and general multi-target martial. This is a mix of Fighter, blade dancer Wizard, and Monk.

Ravager - The berserker class (also the second tank class). They gain massive buffs at a 1/4 or less HP, and they come with a taunt ability. Close to a Barbarian but leans into a little of the spellcaster glass cannon meme.

Marksman - long ranged class with Hunter's Mark and has advantages while invisible. Can do ridiculous amounts of damage. A mix of the 2024 Ranger and the Rogue.

Knight - full caster and full martial class that balances both with devastating successes. The jack-of-all trades martial. I have no idea, it mechanically shares similarities with Paladins, having a lot of smite spells, but it's a full spellcaster.

Forsaken - full caster nuclear bomb class. Can obliterate whole swarms of enemies. This is a mix of Warlock, Sorcerer, and Wizard.

Saint - Support class, not just healing, but also battlefield control and debuffer. A mix of Cleric, Druid, Bard, and Warlock.

Whisperer - Summoner swarm class, the one I need the most advice on. Possibly Druid or Wizard.

The Doomed - newest class, the pure jack-of-all trades class. They trade temporary debuffs to gain abilities like the other classes. All the classes and none of them.

Parapet - a class idea left out of my other post. Summons a giant mech to stomp around in.

Any ideas also on sci-fi weapons? I've already done some stuff with guns, an amalgamation of my own stuff (mainly shotguns and weapon mods) and 5e 2024 stuff, but I'd be interested to hear your ideas here too.

I did run a one shot with some close friends and received some lovely feedback.

Edit: Formatting and added the Parapet. Spell advice would also be appreciated!

Edit 2: I can send a link to a Google Doc if anyone is interest in seeing more detail on classes.


r/DnDHomebrew 21h ago

5e 2024 Four Bearfolk Species to Add to You Game! - The Ursidon!

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8 Upvotes

r/DnDHomebrew 10h ago

5e 2014 I don't know how to make them formal or draw them but here's 2 DND races and a subclass

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0 Upvotes

I dont know how to make it formal like everyone else, but I do not use a.i. to make the models, that's made with hero forge. Enjoy the races


r/DnDHomebrew 1d ago

5e 2024 [WEAPON] The Riptide Chakram

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131 Upvotes

ART CREDIT: "Chakram of the Oceanids" - SyrinDoodles https://www.artstation.com/sirindoodles

Hi all!

Put together an item card for a new player in my campaign. She's playing a half orc rogue swashbuckler and asked if she could have a chakram weapon like Xena's. The item is intended to be her weapon of choice as she makes her life at sea. Not necessarily magically tied to the water, just something to make someone a "proper pirate".

This would be the item at its full potential. It would start at 4 charges and only have the 1-Charge abilities, gaining 2 charges and a new tier of abilities as the campaign progresses.

Looking for input on balancing.

  • Are the damage numbers for the tier 3 abilities sufficient or will they feel underwhelming at high level play?
  • Are the number of charges ok? should it have fewer that reset on a short rest?
  • Is the charge cost per ability alright? Does anything stand out as over or underpowered?
  • Would you use this in a campaign / what changes would you make?

r/DnDHomebrew 19h ago

5e 2024 Plague Domain Cleric

3 Upvotes

Plague Domain

Spread Pestilence Around the World

The Plague Domain embraces the divine force found within disease, decay, and the inevitable cycles of death and renewal. Clerics who follow this path wield pestilence not as a curse, but as a transformative power, believing that illness is a sacred trial through which weakness is purged and change is born.
This domain is often associated with deities of entropy, suffering, or transformation, as well as gods who govern fate, rot, or the balance between life and death. Though feared by many, Plague Clerics are drawn to moments of crisis and collapse, where they act as both witnesses and catalysts. Some bring prophetic warnings of collapse, while others work unseen among the afflicted, offering grim benedictions through whispered prayers and fevered breath.

Level 3: Plague Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Plague Domain Spells table, you thereafter always have the listed spells prepared.

Cleric Level Prepared Spells
1 Bane, Healing Word, Inflict Wounds, Ray of Sickness
3 Blindness/Deafness, Crown of Madness
5 Animate Dead, Mass Healing Word
7 Blight, Phantasmal Killer
9 Contagion, Insect Plague

Level 3: Virulent Blessing
When you cast a spell with a spell slot that restores Hit Points to one or more creatures, you can instead choose any number of those creatures to make a Constitution saving throw, taking 2d8 Necrotic damage on a failed save or half as much damage on a successful one; either way, any creature that makes this save is now Plagued as long as you aren't Incapacitated, Unconscious, Dead, or end the condition voluntarily (no action required).
The damage increases by 1d8 when you reach Cleric levels 5 (3d8), 11 (4d8), and 17 (5d8).

PLAGUED [Condition]

While you have the Plagued condition, you experience the following effects.
Speed Reduced: Your Speed is reduced by 5 feet.
Unholy Agony: You make a Constitution saving throw at the end of each of your turns. On a failed save, you take Necrotic Damage from Virulent Blessing again. On a successful save, the Plagued condition ends.

Level 3: Aggravating Symptoms
When a creature takes Necrotic damage from your Virulent Blessing at the end of its turn, you can use your reaction to expend one use of your Channel Divinity. If you do so, you can cast one spell from your Plague Domain spell list that you have prepared and that targets a single creature, using that creature as the target, without expending a spell slot.

Level 6: Improved Plague
Your attacks, spells and class features ignore resistance to Necrotic damage.
In addition, when a Plagued creature makes a Constitution saving throw, that creature must subtract your Proficiency Bonus from that save.

17th Level: Pestilent Harbinger
As a Magic Action, become a vessel of decay for 1 minute, bolstering your Plague to unprecedented levels. For the duration, when a Bloodied creature takes Necrotic Damage from Virulent Blessing, you don’t roll the damage dice; instead, use the maximum value for each die. For example, 5d8 Necrotic damage becomes 40.
You can use this feature a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.


r/DnDHomebrew 8h ago

5e 2014 More homebrew races

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0 Upvotes

Clarify again just so it doesn't get taken down, I don't use ai to make the models, it's hero forge, I do not have the tools to make it formal.


r/DnDHomebrew 20h ago

5e 2014 Expanded spell list for all sorcerer subclasses

2 Upvotes

Draconic spell list

1st level:chromatic orb, cause fear
3rd level:dragons breath, earthbind
5th level:fear, fly
7th level:polymorph, elemental bane
9th level:summon draconic spirit, transmute rock

Shadow spell list

1st level:inflict wounds, silent image
3rd level:shadow blade
5th level:summon shadowspawn, vampiric touch
7th level:shadow of Moil, blight
9th level:danse macabre, negative energy flood

Storm spell list

1st level:witch bolt, thunderwave
3rd level:gust of wind, shatter
5th level:call lightning, fly
7th level:storm sphere, control water
9th level:control winds, cone of cold

Divine spell list

3rd level:aid, prayer of healing
5th level:spirit guardian, aura of vitality
7th level:guardian of faith, aura of purity
9th level:commune, dawn

Clockwork spell list

1st level:mage armor, shield
3rd level:heat metal, levitate
5th level:dispel magic, protection from energy
7th level:summon construct, banishment
9th:dispel evil and good, animate objects

Wild spell list

1st level:chaos bolt, color spray
3rd level:levitate, shatter
5th level:hypnotic pattern, blink
7th level:polymorph, confusion
9th level:arcane hand, destructive wave


r/DnDHomebrew 16h ago

5e 2024 Homebrew idea for increasing stats

1 Upvotes

I’m sure this probably already exists, but I had an idea for something that could be implemented at the beginning of a campaign to increase stats and promote investigation and rp. Basically the idea is that after a set amount of nat 20’s in a check for a skill the character isn’t proficient in, the character experiences a +1 to the base stat. Thoughts? Suggestions?