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 great. I would enjoy playing as any of them.
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Weapon (ranged weapon with ammunition property), Varies
This magic weapon has 6 charges. When you make an attack roll with this weapon, you can utter the weapon’s key phrase and expend one charge to transmute the piece of ammunition fired from this weapon to become bouncy and spongy, dealing 1 magical bludgeoning damage on a hit. In addition, a creature hit by this attack has an effect applied to them depending on the color of the magic weapon.
The effect persists until the end of your next turn unless otherwise stated, and each effect does not stack due to hitting the same target more than once. Each possible effect also has an enhanced effect if a critical hit is scored with the attack. The piece of ammunition returns to its normal state and loses any magical properties immediately after the attack is made. This weapon regains 1d6 charges following a long rest.
d6
Weapon Color
Debuff Effect
Rarity
1
Red
The target has disadvantage on the next attack roll it makes.
Critical: The target has disadvantage on all attack rolls it makes for the duration.
Uncommon
2
Blue
The target’s speed is halved.
Critical: The target’s speed is reduced to 0.
Rare
3
Green
The target has disadvantage on saving throws made to maintain concentration.
Critical: The target immediately loses concentration and cannot concentrate on spells or other effects for the duration.
Rare
4
Yellow
The target can only take an action or bonus action on its next turn and it cannot take reactions. If the action is used to take the Attack action, the target can only make one attack.
Critical: The target is stunned for the duration.
Very Rare
5
Orange
Attacks made against the target ignore its damage resistances or immunities.
Critical: The target is treated as vulnerable to the next instance of damage it takes in addition to ignoring resistances and immunities.
Legendary
6
Pink
The target has one ability score (your choice) reduced by 2 for 1 minute.
Critical: The target either has two ability scores reduced by 2 or one ability score reduced by 4 for 1 minute.
Legendary
Key Phrase: “It’s nerf or nothing.”
Chaos Bomb
Chaos Bomb
Wondrous Item, Legendary
This round object has 4 rings, each with various markings equally spaced around the perimeter. At the top of the object is a red button. This button can be clicked and the object thrown to a point you can see within 20 feet, after which point the bomb begins to make a ticking noise as the rings rotate and click into place.
Roll 1d4. Then roll a number of d6 equal to the value rolled on the d4. Then roll a number of d8 equal to the highest value rolled on the d6s. Then roll a number of d10 equal to the highest value rolled on the d8s. Finally, roll a number of d12 equal to the highest value rolled on the d10s. All creatures within a 10ft radius of where the bomb was thrown must make a DC 15 Dexterity saving throw, taking force damage equal to the total value rolled on the d12s on a failed save or half as much on a successful one.
If a value of “1” is rolled for the d4, d6, d8, d10, and d12, all creatures within 10 feet of the bomb are instantly vaporized.
Once used, this item is destroyed.
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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.
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
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.
Starting when you choose this tradition at 3rd level, you gain proficiency in using sticks of dynamite (outlined as "Adventuring Gear" in the DMG) and are able to craft special sticks if you have the material. Dynamite counts for you as a Monk weapon with the thrown property, dealing damage equal to your Martial Arts die on a hit. If you can make more than one attack per turn as part of your Attack action, dynamite can only be used for one of them unless otherwise stated by a class feature.
As part of your long rest, you can craft up to 5 sticks of dynamite. The cost of materials for each stick of dynamite is 50 SP. When you use a stick of dynamite that was crafted by you, the saving throw DC is equal to your Ki save DC.
Could way of dynamite craft other explosives, such as smoke grenades, or even a chaos bomb?
Starting when you choose this tradition at 3rd level, you gain proficiency in using sticks of dynamite (outlined as "Adventuring Gear" in the DMG) and are able to craft special sticks if you have the material. Dynamite counts for you as a Monk weapon with the thrown property, dealing damage equal to your Martial Arts die on a hit. If you can make more than one attack per turn as part of your Attack action, dynamite can only be used for one of them unless otherwise stated by a class feature.
As part of your long rest, you can craft up to 5 sticks of dynamite. The cost of materials for each stick of dynamite is 50 SP. When you use a stick of dynamite that was crafted by you, the saving throw DC is equal to your Ki save DC.
Could way of dynamite craft other explosives, such as smoke grenades, or even a chaos bomb?
I wouldnt include it in the wording of the feature since it is explicitly the "Way of the Dynamite." I could see a DM allowing it for smoke bombs. Chaos Bomb would probably not be allowed, because that is a magic item. Magic Items have their own crafting rules
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Starting when you choose this tradition at 3rd level, you gain proficiency in using sticks of dynamite (outlined as "Adventuring Gear" in the DMG) and are able to craft special sticks if you have the material. Dynamite counts for you as a Monk weapon with the thrown property, dealing damage equal to your Martial Arts die on a hit. If you can make more than one attack per turn as part of your Attack action, dynamite can only be used for one of them unless otherwise stated by a class feature.
As part of your long rest, you can craft up to 5 sticks of dynamite. The cost of materials for each stick of dynamite is 50 SP. When you use a stick of dynamite that was crafted by you, the saving throw DC is equal to your Ki save DC.
Could way of dynamite craft other explosives, such as smoke grenades, or even a chaos bomb?
I wouldnt include it in the wording of the feature since it is explicitly the "Way of the Dynamite." I could see a DM allowing it for smoke bombs. Chaos Bomb would probably not be allowed, because that is a magic item. Magic Items have their own crafting rules
These are great. I would enjoy playing as any of them.
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.
Want to add a couple of fun magic items too
"Nerf" Blaster
“Nerf” Blaster
Weapon (ranged weapon with ammunition property), Varies
This magic weapon has 6 charges. When you make an attack roll with this weapon, you can utter the weapon’s key phrase and expend one charge to transmute the piece of ammunition fired from this weapon to become bouncy and spongy, dealing 1 magical bludgeoning damage on a hit. In addition, a creature hit by this attack has an effect applied to them depending on the color of the magic weapon.
The effect persists until the end of your next turn unless otherwise stated, and each effect does not stack due to hitting the same target more than once. Each possible effect also has an enhanced effect if a critical hit is scored with the attack. The piece of ammunition returns to its normal state and loses any magical properties immediately after the attack is made. This weapon regains 1d6 charges following a long rest.
d6
Weapon Color
Debuff Effect
Rarity
1
Red
The target has disadvantage on the next attack roll it makes.
Critical: The target has disadvantage on all attack rolls it makes for the duration.
Uncommon
2
Blue
The target’s speed is halved.
Critical: The target’s speed is reduced to 0.
Rare
3
Green
The target has disadvantage on saving throws made to maintain concentration.
Critical: The target immediately loses concentration and cannot concentrate on spells or other effects for the duration.
Rare
4
Yellow
The target can only take an action or bonus action on its next turn and it cannot take reactions. If the action is used to take the Attack action, the target can only make one attack.
Critical: The target is stunned for the duration.
Very Rare
5
Orange
Attacks made against the target ignore its damage resistances or immunities.
Critical: The target is treated as vulnerable to the next instance of damage it takes in addition to ignoring resistances and immunities.
Legendary
6
Pink
The target has one ability score (your choice) reduced by 2 for 1 minute.
Critical: The target either has two ability scores reduced by 2 or one ability score reduced by 4 for 1 minute.
Legendary
Key Phrase: “It’s nerf or nothing.”
Chaos Bomb
Chaos Bomb
Wondrous Item, Legendary
This round object has 4 rings, each with various markings equally spaced around the perimeter. At the top of the object is a red button. This button can be clicked and the object thrown to a point you can see within 20 feet, after which point the bomb begins to make a ticking noise as the rings rotate and click into place.
Roll 1d4. Then roll a number of d6 equal to the value rolled on the d4. Then roll a number of d8 equal to the highest value rolled on the d6s. Then roll a number of d10 equal to the highest value rolled on the d8s. Finally, roll a number of d12 equal to the highest value rolled on the d10s. All creatures within a 10ft radius of where the bomb was thrown must make a DC 15 Dexterity saving throw, taking force damage equal to the total value rolled on the d12s on a failed save or half as much on a successful one.
If a value of “1” is rolled for the d4, d6, d8, d10, and d12, all creatures within 10 feet of the bomb are instantly vaporized.
Once used, this item is destroyed.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
And finally, the few joke things I have actually published here
Action Hero Background
Glideboard
Way of the Dynamite
(all of these are a bit older homebrew for me)
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Way of the Dynamite is hilarious.
All are great.
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.
yes
chaos bomb is really cool
So, remember that social media fad where people would make cakes that looked exactly like normal objects... ? https://www.dndbeyond.com/magic-items/1923882-rod-of-cake
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I don´t know about the fad but I have seen some baking shows with the same thing, so I really like the item.
I like 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.
Careful Craftsman
Starting when you choose this tradition at 3rd level, you gain proficiency in using sticks of dynamite (outlined as "Adventuring Gear" in the DMG) and are able to craft special sticks if you have the material. Dynamite counts for you as a Monk weapon with the thrown property, dealing damage equal to your Martial Arts die on a hit. If you can make more than one attack per turn as part of your Attack action, dynamite can only be used for one of them unless otherwise stated by a class feature.
As part of your long rest, you can craft up to 5 sticks of dynamite. The cost of materials for each stick of dynamite is 50 SP. When you use a stick of dynamite that was crafted by you, the saving throw DC is equal to your Ki save DC.
Could way of dynamite craft other explosives, such as smoke grenades, or even a chaos bomb?
I wouldnt include it in the wording of the feature since it is explicitly the "Way of the Dynamite." I could see a DM allowing it for smoke bombs. Chaos Bomb would probably not be allowed, because that is a magic item. Magic Items have their own crafting rules
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Here's a lovely joke item you can throw into your games, preferably on the party member who always tries to sneak in and steal things!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
This is so needlessly over complicated. I love it!
Thanks!
Thanks!
I wanted to make it change depending on the number of chickens, so it mattered how long you left it!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
https://www.dndbeyond.com/monsters/1319894-brandon-the-shrub One time I was bored, so naturally I created a totally ridiculous and completely unbalanced homebrew monster with no actual use in a campaign other than a TPK.
This thread sort of died. Should I try to ressurect it?
If so, here are some new joke items.
Wand of Awesome Demon Horns
Garlic Shark
Here is a Homebrew monster for the YouTuber Steven He's Dad. Steven He's Dad - Monsters - Homebrew - D&D Beyond (dndbeyond.com)