This thread is for any and all joke homebrew that you have made (please do not post other peoples homebrew). You can add Monsters, Items, Feats, Races, Subclasses, Backgrounds, or Spells, the more ridiculous, the better.
Well, I see you have finally begun posting (I DM for them, and they DM for me. We alternate.)
Here's two of mine:
Flaming hat:
Wondrous Item, uncommon
While wearing this fine witches hat with flame designs on it, you can use a bonus action to set it ablaze or put out the flame (the flame does not harm you or your gear). While it is ablaze you shed bright light in a 20 foot radius and dim light for an additional 20 foot radius, you have advantage on Any intimidation check.
The flames go out if you take the hat off.
Notes: Advantage: Intimidation
Absorb elephants:
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Until Dispelled
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Bludgeoning
The spell captures an elephant, storing it for crushing your enemies. An elephant you touch must succeed on a Charisma saving throw or be banished to an empty demiplane. While banished they are unconscious and in a state of suspended animation. While the spell lasts you can use an action on your turn to end the spell and summon the elephant in a space within 30 feet of you. Any creatures or objects in that space must succeed on a dexterity saving throw, taking 5d4 bludgeoning damage and be knocked prone and restrained on a failed save. They remain restrained until the elephant moves or they succeed on a strength check with a DC equal to your spell save DC. On a successful save they take no damage and are pushed out of the elephants space.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Well, I see you have finally begun posting (I DM for them, and they DM for me. We alternate.)
Here's two of mine:
Flaming hat:
Wondrous Item, uncommon
While wearing this fine witches hat with flame designs on it, you can use a bonus action to set it ablaze or put out the flame (the flame does not harm you or your gear). While it is ablaze you shed bright light in a 20 foot radius and dim light for an additional 20 foot radius, you have advantage on Any intimidation check.
Notes: Advantage: Intimidation
Absorb elephants:
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Until Dispelled
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Bludgeoning
The spell captures an elephant, storing it for crushing your enemies. An elephant you touch must succeed on a Charisma saving throw or be banished to an empty demiplane. While banished they are unconscious and in a state of suspended animation. While the spell lasts you can use an action on your turn to end the spell and summon the elephant in a space within 30 feet of you. Any creatures or objects in that space must succeed on a dexterity saving throw, taking 5d4 bludgeoning damage and be knocked prone and restrained on a failed save. They remain restrained until the elephant moves or they succeed on a strength check with a DC equal to your spell save DC. On a successful save they take no damage and are pushed out of the elephants space.
EDIT: 801st post!
These are pretty good! I do have one question about is the flaming hat, because it says it doesn't harm you or your equipment, but does it ignite flammable objects that are not being worn or carried? Also, I am guessing that absorb elephants is based of absorb elements, if so, your spell is way better.
Well, I see you have finally begun posting (I DM for them.)
Here's two of mine:
Flaming hat:
Wondrous Item, uncommon
While wearing this fine witches hat with flame designs on it, you can use a bonus action to set it ablaze or put out the flame (the flame does not harm you or your gear). While it is ablaze you shed bright light in a 20 foot radius and dim light for an additional 20 foot radius, you have advantage on Any intimidation check.
Notes: Advantage: Intimidation
Absorb elephants:
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Until Dispelled
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Bludgeoning
The spell captures an elephant, storing it for crushing your enemies. An elephant you touch must succeed on a Charisma saving throw or be banished to an empty demiplane. While banished they are unconscious and in a state of suspended animation. While the spell lasts you can use an action on your turn to end the spell and summon the elephant in a space within 30 feet of you. Any creatures or objects in that space must succeed on a dexterity saving throw, taking 5d4 bludgeoning damage and be knocked prone and restrained on a failed save. They remain restrained until the elephant moves or they succeed on a strength check with a DC equal to your spell save DC. On a successful save they take no damage and are pushed out of the elephants space.
EDIT: 801st post!
These are pretty good! I do have one question about is the flaming hat, because it says it doesn't harm you or your equipment, but does it ignite flammable objects that are not being worn or carried? Also, I am guessing that absorb elephants is based of absorb elements, if so, your spell is way better.
Well, its up to the DM but I would rule that it's just an ordinary flame, so if you put your head beneath something flammable it would light on fire.
And yes absorb elephants is very strong for its level, but it also relies on seeing an elephant.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
Ohh, I missed the attack modifier. It is low.
EDIT: They're not a bad band. I've actually heard that song before, just didn't know what it was called or who made it.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
True, but that is why I said with a little bad luck on the characters part.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
Ohh, I missed the attack modifier. It is low.
There is no DC, though.
I had accidentally loaded an old photo and you quoted it before I could swap ‘em. Take a look again.
And it’s absolutely no damage from the music on a successful save.
And you can hear them comin’ from a good ways off.
High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
Ohh, I missed the attack modifier. It is low.
There is no DC, though.
I had accidentally loaded an old photo and you quoted it before I could swap ‘em. Take a look again. And it’s absolutely no damage from the music on a successful save. And you can hear them comin’ from a good ways off.
Nimble Escape. The boglin can take the Disengage or Hide action as a bonus action on each of its turns.
Standing Leap. The boglin’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Javelin.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Boglins are rare marsh-dwelling cousins of goblins. They are simply mutated goblins, so they have bosses and (occasionally) manifest nilbogs (called nilgobs).
Sizechange Resistance. Bob can only have his size changed by his size steal action or if he allows it, and if he is targeted by an effect that changes his size and chooses to not be effected he can use his reaction to immediately attempt to use his size steal action on it.
Actions
Longsword.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Size Steal. Bob targets one creature within 25 ft of him and forces it to make a DC 15 charisma saving throw (it can choose to fail) or have its size magically either enlarged or reduced as if by the enlarge/reduce spell. If it fails then Bob’s size is either increased by or decreased by one (opposite of the other creature) as if by the enlarge/reduce spell. This effect stacks, does not require concentration and does not have a time limit. Bob can end this effect at any time (no action required)
Description
Bob looks like a human but he can steal and give size to other people
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
https://www.dndbeyond.com/monsters/1364045-the-madman This is a homebrew monster from a campaign that Dragonslayer9 and I co-DM’ed, the characters were imprisoned in a cult’s holding cells, and when they escaped, they encountered this guy in another cell. They then unwisely freed him, and then he tried to kill them because the fighter was wearing a helmet, and the madman thinks all hats and other head coverings are demons in disguise (especially top hats, because they are the biggest kind of hat).
EDIT: this was one of my first homebrew monsters, and at the time I was a little confused as to how hit dice worked with monsters, hence the 753,062 hit dice
Nimble Escape. The boglin can take the Disengage or Hide action as a bonus action on each of its turns.
Standing Leap. The boglin’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Javelin.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Boglins are rare marsh-dwelling cousins of goblins. They are simply mutated goblins, so they have bosses and (occasionally) manifest nilbogs (called nilgobs).
Sizechange Resistance. Bob can only have his size changed by his size steal action or if he allows it, and if he is targeted by an effect that changes his size and chooses to not be effected he can use his reaction to immediately attempt to use his size steal action on it.
Actions
Longsword.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Size Steal. Bob targets one creature within 25 ft of him and forces it to make a DC 15 charisma saving throw (it can choose to fail) or have its size magically either enlarged or reduced as if by the enlarge/reduce spell. If it fails then Bob’s size is either increased by or decreased by one (opposite of the other creature) as if by the enlarge/reduce spell. This effect stacks, does not require concentration and does not have a time limit. Bob can end this effect at any time (no action required)
Description
Bob looks like a human but he can steal and give size to other people
I am totally going to be using Bob along with a few doppelgangers in an adventure.
Starting when you choose this path at 3rd, while raging you gain the following benefits:
You are resistant to fire and radiant damage
Once per turn, when you deal damage with a melee weapon attack you can choose to change the attack’s damage type to either fire or radiant
You have advantage on saving throws against being blinded.
If you possess the Sunlight Sensitivity trait, its effect is suppressed.
Sun Screen
At 6th level when you are targeted by a ranged attack, or a spell is cast targeting you or the area you are in, you can use your reaction to summon forth a thin wall of radiant energy. This barrier persists until the start of your next turn and grants half cover to you and other creatures from ranged attacks and spell effects originating on the other side of it. The barrier is a 10 foot square centered in front of you. The barrier dissipates early if you move while it is summoned.
You can use this feature a number of times equal to your Constitution modifier and regain all uses following a long rest.
Solar Flare
Starting at 10th level, whenever you enter a rage, you can choose to create a flash of bright light in a 30 foot radius around you. All creatures within the area must succeed a Constitution saving throw or be blinded until the end of your next turn. The save DC for this feature is equal to 8 + your proficiency bonus + your Constitution modifier. Magical darkness within the area is also dispelled.
Beacon of Bronzing
Your bod is so radiant that it gives your buddies a contact tan. Starting at 15th level, you can choose to emit bright sunlight in a 15 foot radius and dim light for an additional 15 feet beyond that (no action required). While raging and emitting sunlight in this way, friendly creatures within 15 feet of you gain the benefits of your Sun-Kissed feature.
Paladin: Oath of the Lifeguard
Whether it’s pulling a stranded swimmer to safety, resuscitating a child, or just getting the wyrmlings out of the pool for adult-dragon swim, you have sworn an oath to guard the lives of others, especially when interacting with bodies of water.
Tenets of the Lifeguard
Fitness: Your body is a temple. A ripped and glorious temple which is the envy of all others.
Safety: Many do not respect the laws of nature, and it is your job to protect those poor idiots.
Alertness: You must be vigilant at all times, especially for those running by the pool.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two channel divinity options.
Reps for Palor: As an action you present your holy symbol and say a prayer of strength. For the next hour, you can add your Strength modifier to skill checks made using Persuasion or Intimidation and can add your Charisma modifier to skill checks made using Athletics or Acrobatics.
Breath of Life: As an action, you present your holy symbol and say a prayer of life. For the next 10 minutes, you and up to 5 other creatures of your choice within 30 feet of you gain the ability to breathe underwater. Affected creatures also retain the normal method of respiration.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Alarm, Feather Fall
5th
Enhance Ability, Hold Person
9th
Water Breathing, Water Walk
13th
Control Water, Evard’s Black Tentacles
17th
Bigby’s Hand, Control Winds
Aura of Rescue
Starting at 7th level, you create an aura of quickened rescuing within 10 feet of you. When a creature within this aura would be reduced to 0 hit points, you can use your reaction to rescue the creature, resulting in it dropping to 1 hit point instead. Once a creature is rescued, it cannot be affected the same way until it finishes a short or long rest.
Additionally, you can use your bonus action on each of your turns to stabilize a creature within this aura.
At 18th level, the range of this aura extends to 30ft.
Whistling Smite
A screeching sound fills the air as you whack your enemies, directing the movement of creatures within the area. When you hit a creature with a weapon attack, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature’s movement speed is reduced to 0 until the end of its next turn. Immediately after reducing a target’s speed this way, you can use your bonus action to command a friendly creature that you can see within 10 feet of you to move. Using their reaction, this creature can move up to their full movement speed without provoking attacks of opportunity.
At 18th level, you can use your bonus action to command up to two friendly creatures that you can see within 30 feet of you.
Abdominal Broman
At level 20, your urge to rescue and save others leads you into a state of unrestricted muscular glory. You can use your action to enter this state. For the next minute you don a sick, spectral crop top as the world begins to slow around you. You gain the following benefits:
The area in a 30 foot radius around you becomes difficult terrain to creatures of your choice that are giving off bad vibes.
You and other creatures of your choice within 30 feet of you can groove to your sick style and gain temporary hit points equal to your Charisma modifier at the start of each of their turns.
You have advantage on all Dexterity skill checks and saving throws
This feature ends early if you are incapacitated or if you choose to end it using your bonus action. Once you use this feature you cannot do so again until you finish a long rest.
Sorcerer: Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a vial of liquid with a random property. Roll 1d4 and consult the table below for what is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Acid
2
Oil
3
Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breathe underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest. Sorcery points regained from this feature can only be used for fueling your Metamagic options or other features from this subclass.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, at which point it will spill and spread as normal.
Starting when you choose this path at 3rd, while raging you gain the following benefits:
You are resistant to fire and radiant damage
Once per turn, when you deal damage with a melee weapon attack you can choose to change the attack’s damage type to either fire or radiant
You have advantage on saving throws against being blinded.
If you possess the Sunlight Sensitivity trait, its effect is suppressed.
Sun Screen
At 6th level when you are targeted by a ranged attack, or a spell is cast targeting you or the area you are in, you can use your reaction to summon forth a thin wall of radiant energy. This barrier persists until the start of your next turn and grants half cover to you and other creatures from ranged attacks and spell effects originating on the other side of it. The barrier is a 10 foot square centered in front of you. The barrier dissipates early if you move while it is summoned.
You can use this feature a number of times equal to your Constitution modifier and regain all uses following a long rest.
Solar Flare
Starting at 10th level, whenever you enter a rage, you can choose to create a flash of bright light in a 30 foot radius around you. All creatures within the area must succeed a Constitution saving throw or be blinded until the end of your next turn. The save DC for this feature is equal to 8 + your proficiency bonus + your Constitution modifier. Magical darkness within the area is also dispelled.
Beacon of Bronzing
Your bod is so radiant that it gives your buddies a contact tan. Starting at 15th level, you can choose to emit bright sunlight in a 15 foot radius and dim light for an additional 15 feet beyond that (no action required). While raging and emitting sunlight in this way, friendly creatures within 15 feet of you gain the benefits of your Sun-Kissed feature.
Paladin: Oath of the Lifeguard
Whether it’s pulling a stranded swimmer to safety, resuscitating a child, or just getting the wyrmlings out of the pool for adult-dragon swim, you have sworn an oath to guard the lives of others, especially when interacting with bodies of water.
Tenets of the Lifeguard
Fitness: Your body is a temple. A ripped and glorious temple which is the envy of all others.
Safety: Many do not respect the laws of nature, and it is your job to protect those poor idiots.
Alertness: You must be vigilant at all times, especially for those running by the pool.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two channel divinity options.
Reps for Palor: As an action you present your holy symbol and say a prayer of strength. For the next hour, you can add your Strength modifier to skill checks made using Persuasion or Intimidation and can add your Charisma modifier to skill checks made using Athletics or Acrobatics.
Breath of Life: As an action, you present your holy symbol and say a prayer of life. For the next 10 minutes, you and up to 5 other creatures of your choice within 30 feet of you gain the ability to breathe underwater. Affected creatures also retain the normal method of respiration.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Alarm, Feather Fall
5th
Enhance Ability, Hold Person
9th
Water Breathing, Water Walk
13th
Control Water, Evard’s Black Tentacles
17th
Bigby’s Hand, Control Winds
Aura of Rescue
Starting at 7th level, you create an aura of quickened rescuing within 10 feet of you. When a creature within this aura would be reduced to 0 hit points, you can use your reaction to rescue the creature, resulting in it dropping to 1 hit point instead. Once a creature is rescued, it cannot be affected the same way until it finishes a short or long rest.
Additionally, you can use your bonus action on each of your turns to stabilize a creature within this aura.
At 18th level, the range of this aura extends to 30ft.
Whistling Smite
A screeching sound fills the air as you whack your enemies, directing the movement of creatures within the area. When you hit a creature with a weapon attack, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature’s movement speed is reduced to 0 until the end of its next turn. Immediately after reducing a target’s speed this way, you can use your bonus action to command a friendly creature that you can see within 10 feet of you to move. Using their reaction, this creature can move up to their full movement speed without provoking attacks of opportunity.
At 18th level, you can use your bonus action to command up to two friendly creatures that you can see within 30 feet of you.
Abdominal Broman
At level 20, your urge to rescue and save others leads you into a state of unrestricted muscular glory. You can use your action to enter this state. For the next minute you don a sick, spectral crop top as the world begins to slow around you. You gain the following benefits:
The area in a 30 foot radius around you becomes difficult terrain to creatures of your choice that are giving off bad vibes.
You and other creatures of your choice within 30 feet of you can groove to your sick style and gain temporary hit points equal to your Charisma modifier at the start of each of their turns.
You have advantage on all Dexterity skill checks and saving throws
This feature ends early if you are incapacitated or if you choose to end it using your bonus action. Once you use this feature you cannot do so again until you finish a long rest.
Sorcerer: Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a vial of liquid with a random property. Roll 1d4 and consult the table below for what is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Acid
2
Oil
3
Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breathe underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest. Sorcery points regained from this feature can only be used for fueling your Metamagic options or other features from this subclass.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, at which point it will spill and spread as normal.
THESE ARE AMAZING! I look forward to seeing more of your homebrew here.
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This thread is for any and all joke homebrew that you have made (please do not post other peoples homebrew). You can add Monsters, Items, Feats, Races, Subclasses, Backgrounds, or Spells, the more ridiculous, the better.
https://www.dndbeyond.com/magic-items/2396059-deck-of-stuff This is a homebrew item that I made.
Well, I see you have finally begun posting (I DM for them, and they DM for me. We alternate.)
Here's two of mine:
Flaming hat:
While wearing this fine witches hat with flame designs on it, you can use a bonus action to set it ablaze or put out the flame (the flame does not harm you or your gear). While it is ablaze you shed bright light in a 20 foot radius and dim light for an additional 20 foot radius, you have advantage on Any intimidation check.
The flames go out if you take the hat off.
Notes: Advantage: Intimidation
Absorb elephants:
The spell captures an elephant, storing it for crushing your enemies. An elephant you touch must succeed on a Charisma saving throw or be banished to an empty demiplane. While banished they are unconscious and in a state of suspended animation. While the spell lasts you can use an action on your turn to end the spell and summon the elephant in a space within 30 feet of you. Any creatures or objects in that space must succeed on a dexterity saving throw, taking 5d4 bludgeoning damage and be knocked prone and restrained on a failed save. They remain restrained until the elephant moves or they succeed on a strength check with a DC equal to your spell save DC. On a successful save they take no damage and are pushed out of the elephants space.
EDIT: 801st post!
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These are pretty good! I do have one question about is the flaming hat, because it says it doesn't harm you or your equipment, but does it ignite flammable objects that are not being worn or carried? Also, I am guessing that absorb elephants is based of absorb elements, if so, your spell is way better.
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Well, its up to the DM but I would rule that it's just an ordinary flame, so if you put your head beneath something flammable it would light on fire.
And yes absorb elephants is very strong for its level, but it also relies on seeing an elephant.
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High damage, but low health, so it should balance out. For instance, if in combat with a party of level ones, it could easily wipe them all out with music, but if two of the party or one barbarian, rogue (that did a sneak attack) or caster that rolled well on damage rolled higher initiative they could easily kill it before it attacks.
I don't know the reference, but it seems to be a band of some kind.
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Is this based off a band? It seems pretty cool. Low hit points and AC, but it could deal a lot of damage for a CR 2 monster. With a little bad luck on the characters part, this could be a TPK with the music attack, and then hair to finish off surviving characters.
Yes, it’s a band from the ‘80s. (Youse all just made me feel old.) The Save DC and Attack mod are low.
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Ohh, I missed the attack modifier. It is low.
EDIT: They're not a bad band. I've actually heard that song before, just didn't know what it was called or who made it.
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True, but that is why I said with a little bad luck on the characters part.
This thread is getting posts fast.
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yeah.
I had accidentally loaded an old photo and you quoted it before I could swap ‘em. Take a look again.
And it’s absolutely no damage from the music on a successful save.
And you can hear them comin’ from a good ways off.
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The DC is for the music attack, Dragonslayer9.
Here's two more of mine:
Boglin (totally usable and not really very silly):
Amphibious. The boglin can breathe air and water.
Nimble Escape. The boglin can take the Disengage or Hide action as a bonus action on each of its turns.
Standing Leap. The boglin’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Boglins are rare marsh-dwelling cousins of goblins. They are simply mutated goblins, so they have bosses and (occasionally) manifest nilbogs (called nilgobs).
Bob (this one is old and not very well made):
Sizechange Resistance. Bob can only have his size changed by his size steal action or if he allows it, and if he is targeted by an effect that changes his size and chooses to not be effected he can use his reaction to immediately attempt to use his size steal action on it.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Size Steal. Bob targets one creature within 25 ft of him and forces it to make a DC 15 charisma saving throw (it can choose to fail) or have its size magically either enlarged or reduced as if by the enlarge/reduce spell. If it fails then Bob’s size is either increased by or decreased by one (opposite of the other creature) as if by the enlarge/reduce spell. This effect stacks, does not require concentration and does not have a time limit. Bob can end this effect at any time (no action required)
Description
Bob looks like a human but he can steal and give size to other people
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No connection to Dragonslayer8 other than knowing them in real life.
https://www.dndbeyond.com/monsters/1364045-the-madman This is a homebrew monster from a campaign that Dragonslayer9 and I co-DM’ed, the characters were imprisoned in a cult’s holding cells, and when they escaped, they encountered this guy in another cell. They then unwisely freed him, and then he tried to kill them because the fighter was wearing a helmet, and the madman thinks all hats and other head coverings are demons in disguise (especially top hats, because they are the biggest kind of hat).
EDIT: this was one of my first homebrew monsters, and at the time I was a little confused as to how hit dice worked with monsters, hence the 753,062 hit dice
I am totally going to be using Bob along with a few doppelgangers in an adventure.
I made a few "summer" subclasses for fun
Barbarian: Path of the Bronzed Bod
Sun-Kissed
Starting when you choose this path at 3rd, while raging you gain the following benefits:
Sun Screen
At 6th level when you are targeted by a ranged attack, or a spell is cast targeting you or the area you are in, you can use your reaction to summon forth a thin wall of radiant energy. This barrier persists until the start of your next turn and grants half cover to you and other creatures from ranged attacks and spell effects originating on the other side of it. The barrier is a 10 foot square centered in front of you. The barrier dissipates early if you move while it is summoned.
You can use this feature a number of times equal to your Constitution modifier and regain all uses following a long rest.
Solar Flare
Starting at 10th level, whenever you enter a rage, you can choose to create a flash of bright light in a 30 foot radius around you. All creatures within the area must succeed a Constitution saving throw or be blinded until the end of your next turn. The save DC for this feature is equal to 8 + your proficiency bonus + your Constitution modifier. Magical darkness within the area is also dispelled.
Beacon of Bronzing
Your bod is so radiant that it gives your buddies a contact tan. Starting at 15th level, you can choose to emit bright sunlight in a 15 foot radius and dim light for an additional 15 feet beyond that (no action required). While raging and emitting sunlight in this way, friendly creatures within 15 feet of you gain the benefits of your Sun-Kissed feature.
Paladin: Oath of the Lifeguard
Whether it’s pulling a stranded swimmer to safety, resuscitating a child, or just getting the wyrmlings out of the pool for adult-dragon swim, you have sworn an oath to guard the lives of others, especially when interacting with bodies of water.
Tenets of the Lifeguard
Fitness: Your body is a temple. A ripped and glorious temple which is the envy of all others.
Safety: Many do not respect the laws of nature, and it is your job to protect those poor idiots.
Alertness: You must be vigilant at all times, especially for those running by the pool.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two channel divinity options.
Reps for Palor: As an action you present your holy symbol and say a prayer of strength. For the next hour, you can add your Strength modifier to skill checks made using Persuasion or Intimidation and can add your Charisma modifier to skill checks made using Athletics or Acrobatics.
Breath of Life: As an action, you present your holy symbol and say a prayer of life. For the next 10 minutes, you and up to 5 other creatures of your choice within 30 feet of you gain the ability to breathe underwater. Affected creatures also retain the normal method of respiration.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Alarm, Feather Fall
5th
Enhance Ability, Hold Person
9th
Water Breathing, Water Walk
13th
Control Water, Evard’s Black Tentacles
17th
Bigby’s Hand, Control Winds
Aura of Rescue
Starting at 7th level, you create an aura of quickened rescuing within 10 feet of you. When a creature within this aura would be reduced to 0 hit points, you can use your reaction to rescue the creature, resulting in it dropping to 1 hit point instead. Once a creature is rescued, it cannot be affected the same way until it finishes a short or long rest.
Additionally, you can use your bonus action on each of your turns to stabilize a creature within this aura.
At 18th level, the range of this aura extends to 30ft.
Whistling Smite
A screeching sound fills the air as you whack your enemies, directing the movement of creatures within the area. When you hit a creature with a weapon attack, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature’s movement speed is reduced to 0 until the end of its next turn. Immediately after reducing a target’s speed this way, you can use your bonus action to command a friendly creature that you can see within 10 feet of you to move. Using their reaction, this creature can move up to their full movement speed without provoking attacks of opportunity.
At 18th level, you can use your bonus action to command up to two friendly creatures that you can see within 30 feet of you.
Abdominal Broman
At level 20, your urge to rescue and save others leads you into a state of unrestricted muscular glory. You can use your action to enter this state. For the next minute you don a sick, spectral crop top as the world begins to slow around you. You gain the following benefits:
This feature ends early if you are incapacitated or if you choose to end it using your bonus action. Once you use this feature you cannot do so again until you finish a long rest.
Sorcerer: Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a vial of liquid with a random property. Roll 1d4 and consult the table below for what is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Acid
2
Oil
3
Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breathe underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest. Sorcery points regained from this feature can only be used for fueling your Metamagic options or other features from this subclass.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, at which point it will spill and spread as normal.
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THESE ARE AMAZING! I look forward to seeing more of your homebrew here.