I have a magic item which would fit the Inspirational category, and it certainly would "affect how the players interact with the world", would that count, or are items exclusively for DM options?
I have a magic item which would fit the Inspirational category, and it certainly would "affect how the players interact with the world", would that count, or are items exclusively for DM options?
If I make an NPC for the Interactive Category that doesn't have a stat-block because they are a super powerful godlike far realm entity, then does that still work + fit the theme?
My guess is that the answer is probably yes, but I just thought it would make sense to check in.
Rollback Post to RevisionRollBack
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
If I make an NPC for the Interactive Category that doesn't have a stat-block because they are a super powerful godlike far realm entity, then does that still work + fit the theme?
My guess is that the answer is probably yes, but I just thought it would make sense to check in.
For my PC Options, here is my attempt at a homebrew subclass.
The Fate Weaver
Warlocks that tie themselves to this pact understand that fate and fortune are woven in the tapestry of destiny. They serve powerful beings that oversee the weaving of fate, such as the Fates (or the Moirai) , the Norns, or the Ursitoare. Your pact with theses weavers allows you to observe the threads of destiny, and occasionally alter them to your will.
One might bind themselves to Fate Weavers in order to alter the future. Maybe you have looked upon your destiny, and felt a need to change it. Or maybe you believe that time and the future is sacred and should not be messed with lightly, swearing to protect the future at all costs. Or, you were a simple weaver and you discovered that the Fates, who can not alter destiny on their own, called to you through the threads in order to protect and preserve the future they crafted. Whatever your reason for being bound to the Weavers, you have the power to alter the fate of your foes and destroy the destiny of your enemies.
Expanded Spell List
The Fate Weavers let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
At first level you gain proficiency with weaver's tools. Interacting with the threads of fate gives you a natural talent with the tools, even if you never received formal training.
Weave Destiny
At 1st level, you can also twist and rearrange the threads of destiny, giving your allies a better chance at survival. When an ally drops to 0 hit points within 30 feet of you, they have advantage on their death saving throws.
Look Upon the Threads of Fate
Starting at 6th level, you gain the ability to look upon the tapestry of the future, catching glimpses of events yet to transpire. After ten minutes of working with your weaver's tools, during which you must maintain concentration as if it was a spell, you gain the ability to look upon the threads of fate. For the next minute, you gaze into the future. The DM, using 2 words or less, simply describes one event or encounter that they have planned to run within the next hour. The DM may wish to pass a note to the player so that they can reveal this information to the party in their own way. Once you use this feature, you cannot use it again until you finish a long rest.
Reweave Fortune
At 10th level, you learn how to reweave the future, writing your allies as the heroes. As a reaction, whenever a friendly creature you can see within 30 feet fails an attack roll, ability check, or saving throw, you can allow them to re-roll the d20, and they must use the new roll. This feature can be used a number of times equal to your proficiency bonus, and you regain all uses whenever you finish a long rest.
Chords of Fate
Starting at 14th level, you can entangle an enemy in the chords of its own fate. As an action, choose one enemy you can see within 60 feet. That creature must succeed at a Dexterity saving throw against your warlock spell save DC or be restrained by glowing threads for up to 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success. If the creature is hit by an attack, it is automatically a critical hit and once the attack is resolved the creature is no longer restrained by this feature. Once you use this feature you can't use it again until after a short or long rest.
That is my first attempt at a real subclass. I am very inexperienced, so I would love feedback.
For my PC Options, here is my attempt at a homebrew subclass.
Pact of the Fate Weaver
Warlocks that tie themselves to this pact understand that fate and fortune are woven in the tapestry of destiny. They serve powerful beings that oversee the weaving of fate, such as the Fates (or the Moirai) , the Norns, or the Ursitoare. Your pact with theses weavers allows you to observe the threads of destiny, and occasionally alter them to your will.
One might bind themselves to Fate Weavers in order to alter the future. Maybe you have looked upon your destiny, and felt a need to change it. Or maybe you believe that time and the future is sacred and should not be messed with lightly, swearing to protect the future at all costs. Or, you were a simple weaver and you discovered that the Fates, who can not alter destiny on their own, called to you through the threads in order to protect and preserve the future they crafted. Whatever your reason for being bound to the Weavers, you have the power to alter the fate of your foes and destroy the destiny of your enemies.
Expanded Spell List
The Fate Weavers let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
At 1st level, interacting with the threads of fate has made you naturally skilled in weaving. You are proficient with weaver's tools. You can also twist and rearrange the threads of destiny, giving your allies a better chance at survival. As a reaction, when an ally drops to 0 hit points within 30 feet of you, you can give them advantage on their death saving throws. You can give this advantage as many times as your Charisma modifier (minimum of 1).
Look Upon the Threads of Fate
Starting at 6th level, you gain the ability to look upon the tapestry of the future, catching glimpses of events yet to transpire. After ten minutes of working with your weaver's tools, during which you must maintain concentration as if it was a spell, you gain the ability to look upon the threads of fate. For the next minute, you gaze into the future. The DM, using 10 words or less, simply describes one event or encounter that they have planned to run during that day. For example, if the DM has planned to run an encounter with a troll guarding a bridge, they might describe it by saying that you see, "A bridge crosses the path, underneath lurks a hideous troll". The DM may wish to pass a note to the player so that they can reveal this information to the party in their own way. Once you use this feature, you can't use it again until you finish a long rest.
Reweave Fortune
At 10th level, you learn how to reweave the future, writing your allies as the heroes. As a reaction, when one of your allies fails on an attack roll, ability check, or saving throw, you can allow them to roll again and they must use the new roll. This feature can be used as many times as your proficiency bonus. You regain all uses at the end of a short or long rest.
Chords of Fate
Beginning at 14th level, you can entangle an enemy in their own chords of fate. As an action, choose one enemy within 60 feet of you that you can see. It must make a Dexterity saving throw against your spell casting DC. On a fail, the creature is restrained by glowing threads. The target can repeat the Dexterity saving throw at the start of each of their turns. If the creature is hit by an attack, instead of rolling for damage the attack automatically does full damage. After being hit in this way, the target is no longer restrainedThe target remains restrained for 1 minute or if they succeed on the saving throw to escape or if they are hit by an attack. Once this feature is used, you can't use it again until after a short or long rest.
That is my first attempt at a real subclass. I am very inexperienced, so I would love feedback.
Small thoughts from a quick read-through:
Warlock subclasses aren't called "Pact of the x," just "The x." Otherwise it would get confusing alongside Pact Boons. The 1st level feature is too weak. It should probably also be split up into two: Bonus Proficiency and Weave Destiny. The 6th level feature is not really a great game mechanic. Notice that the only other thing in the game that even comes close to this kind of thing is augury, which only provides one of a few very vague answers. A DM might not have a very concrete plan for the day, in which case a player would feel cheated of a feature. I'd say restrict it to two words instead of ten, and restrict it to one hour into the future instead of the whole day. The 10th level feature is just not very good. The 14th level feature is interesting, but wordy and not very effective.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
6th level is too much of an imposition on DMs and could become difficult to manage in a sandbox-y game.
10th level feature is good, but poorly defined: if my ally is 1 mile away from me can I still allow them to reroll an attack that I'm not even aware they are making? Consider: how far away can the ally be?, does the warlock need to be able to see the ally? What if the warlock doesn't necessarily know if the ally succeeded or failed? (e.g. a deception check against an NPC)
14th level feature is super swingy. Consider what would happen if this character was in a party with a high level rogue or paladin, or if a cleric that can cast a 7th or 8th level inflict wounds, vs when they are in a party with a barbarian, druid and bard...
For my PC Options, here is my attempt at a homebrew subclass.
The Fate Weaver
Warlocks that tie themselves to this pact understand that fate and fortune are woven in the tapestry of destiny. They serve powerful beings that oversee the weaving of fate, such as the Fates (or the Moirai) , the Norns, or the Ursitoare. Your pact with theses weavers allows you to observe the threads of destiny, and occasionally alter them to your will.
One might bind themselves to Fate Weavers in order to alter the future. Maybe you have looked upon your destiny, and felt a need to change it. Or maybe you believe that time and the future is sacred and should not be messed with lightly, swearing to protect the future at all costs. Or, you were a simple weaver and you discovered that the Fates, who can not alter destiny on their own, called to you through the threads in order to protect and preserve the future they crafted. Whatever your reason for being bound to the Weavers, you have the power to alter the fate of your foes and destroy the destiny of your enemies.
Expanded Spell List
The Fate Weavers let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
At 1st level, interacting with the threads of fate has made you naturally skilled in weaving. You are proficient with weaver's tools. You can also twist and rearrange the threads of destiny, giving your allies a better chance at survival. As a reaction, when an ally drops to 0 hit points within 30 feet of you, you can give them advantage on their death saving throws. You can give this advantage as many times as your Charisma modifier (minimum of 1).
Look Upon the Threads of Fate
Starting at 6th level, you gain the ability to look upon the tapestry of the future, catching glimpses of events yet to transpire. After ten minutes of working with your weaver's tools, during which you must maintain concentration as if it was a spell, you gain the ability to look upon the threads of fate. For the next minute, you gaze into the future. The DM, using 10 words or less, simply describes one event or encounter that they have planned to run during that day. For example, if the DM has planned to run an encounter with a troll guarding a bridge, they might describe it by saying that you see, "A bridge crosses the path, underneath lurks a hideous troll". The DM may wish to pass a note to the player so that they can reveal this information to the party in their own way. Once you use this feature, you can't use it again until you finish a long rest.
Reweave Fortune
At 10th level, you learn how to reweave the future, writing your allies as the heroes. As a reaction, when one of your allies fails on an attack roll, ability check, or saving throw, you can allow them to roll again and they must use the new roll. This feature can be used as many times as your proficiency bonus. You regain all uses at the end of a short or long rest.
Chords of Fate
Beginning at 14th level, you can entangle an enemy in their own chords of fate. As an action, choose one enemy within 60 feet of you that you can see. It must make a Dexterity saving throw against your spell casting DC. On a fail, the creature is restrained by glowing threads. The target can repeat the Dexterity saving throw at the start of each of their turns. If the creature is hit by an attack, instead of rolling for damage, the attack automatically does full damage. After being hit in this way, the target is no longer restrained. The target remains restrained for 1 minute or if they succeed on the saving throw to escape or if they are hit by an attack. Once this feature is used, you can't use it again until after a short or long rest.
That is my first attempt at a real subclass. I am very inexperienced, so I would love feedback.
Small thoughts from a quick read-through:
1.Warlock subclasses aren't called "Pact of the x," just "The x." Otherwise it would get confusing alongside Pact Boons. 2.The 1st level feature is too weak. It should probably also be split up into two: Bonus Proficiency and Weave Destiny. 3.The 6th level feature is not really a great game mechanic. Notice that the only other thing in the game that even comes close to this kind of thing is augury, which only provides one of a few very vague answers. A DM might not have a very concrete plan for the day, in which case a player would feel cheated of a feature. I'd say restrict it to two words instead of ten, and restrict it to one hour into the future instead of the whole day. 4.The 10th level feature is just not very good. 5.The 14th level feature is interesting, but wordy and not very effective.
Thanks for the feedback.
My mistake, I fixed that I think.
Your right about splitting it up, I will do that. First I have to make it a better feature. Would it be better to not limit when they can give advantage? I was worried that it would be problematic because it makes dying more difficult. Should I make it so that it isn't limited in use or should it be limited by level + Charisma modifier? Or should I come up with a different feature all together? Also, would it help if they could use the weaver's tools as a spellcasting focus?
I don't think this mechanic is that problematic. I think it would be cool if there were more spells that could accurately tell the future but that is difficult in Dnd. A DM usually has some sort of plan, though I think I will limit it to two words and one hour into the future because that will make it easier on the DM.
Thanks Agilemind for adding to this. I didn't realize I hadn't defined it well. Would it fix it to say that it requires the Warlock to be within 30 feet of the party member and they need to be able to see the ally? I don't get the point about not knowing if they failed or not. There are many different class abilities that allow you to add to or reroll a failed throw, giving you the chance to succeed. Or does this whole ability need to be different? Is there a better way to make it so that the warlock can "rewrite fate", giving an ally a better chance at succeeding?
I don't understand how it is uneffective. Agilemind says that it is overpowered. Would it be better to double the damage instead of maximizing it? I do think I see how it is wordy and will try to fix that.
Again, thanks for the feedback. I will try to improve it.
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
You can choose to activate it at the beginning of any combat, but only once per long rest. I thought it was too powerful to get at level 4, but I realize i should have made it to level 8. Personal flavor reasons.
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
You can choose to activate it at the beginning of any combat, but only once per long rest. I thought it was too powerful to get at level 4, but I realize i should have made it to level 8. Personal flavor reasons.
You should make the text clearer on when you can activate it, in that case. I'd also recommend that it become a bonus action.
I think it would be best if you made it so that you need Intelligence, Wisdom, or Charisma. You can keep your personal flavor, but it's a good idea to allow others' as well.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
You can choose to activate it at the beginning of any combat, but only once per long rest. I thought it was too powerful to get at level 4, but I realize i should have made it to level 8. Personal flavor reasons.
You should make the text clearer on when you can activate it, in that case. I'd also recommend that it become a bonus action.
I think it would be best if you made it so that you need Intelligence, Wisdom, or Charisma. You can keep your personal flavor, but it's a good idea to allow others' as well.
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
You can choose to activate it at the beginning of any combat, but only once per long rest. I thought it was too powerful to get at level 4, but I realize i should have made it to level 8. Personal flavor reasons.
You should make the text clearer on when you can activate it, in that case. I'd also recommend that it become a bonus action.
I think it would be best if you made it so that you need Intelligence, Wisdom, or Charisma. You can keep your personal flavor, but it's a good idea to allow others' as well.
I have a magic item which would fit the Inspirational category, and it certainly would "affect how the players interact with the world", would that count, or are items exclusively for DM options?
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!
No, magic items are only the DM category. Sorry.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I suspected as much! Now I need to work out how to turn this item into a puzzle then!
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!
If I make an NPC for the Interactive Category that doesn't have a stat-block because they are a super powerful godlike far realm entity, then does that still work + fit the theme?
My guess is that the answer is probably yes, but I just thought it would make sense to check in.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.PC Options: Literally just the Eye of Agamotto from Doctor Strange.
Eye of Agamotto - Magic Items - Homebrew - D&D Beyond (dndbeyond.com)
Ok I've fixed up my Luck Domain Cleric at long last:
https://www.dndbeyond.com/subclasses/1631522-luck-domain
I think it is much more on theme now, but should still be quite powerful.
Magic items are not included in the PC category. My apologies.
Absolutely and especially.
Internal Server Error.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
https://www.dndbeyond.com/subclasses/1631522-luck-domain
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
For my PC Options, here is my attempt at a homebrew subclass.
The Fate Weaver
Warlocks that tie themselves to this pact understand that fate and fortune are woven in the tapestry of destiny. They serve powerful beings that oversee the weaving of fate, such as the Fates (or the Moirai) , the Norns, or the Ursitoare. Your pact with theses weavers allows you to observe the threads of destiny, and occasionally alter them to your will.
One might bind themselves to Fate Weavers in order to alter the future. Maybe you have looked upon your destiny, and felt a need to change it. Or maybe you believe that time and the future is sacred and should not be messed with lightly, swearing to protect the future at all costs. Or, you were a simple weaver and you discovered that the Fates, who can not alter destiny on their own, called to you through the threads in order to protect and preserve the future they crafted. Whatever your reason for being bound to the Weavers, you have the power to alter the fate of your foes and destroy the destiny of your enemies.
Expanded Spell List
The Fate Weavers let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Fate Weaver Expanded Spells
Spell Level Spells
1st bane, bless
2nd augury, rope trick
3rd speak with dead, spirit guardians
4th divination, fabricate
5th legend lore, scrying
Bonus Proficiency
At first level you gain proficiency with weaver's tools. Interacting with the threads of fate gives you a natural talent with the tools, even if you never received formal training.
Weave Destiny
At 1st level, you can also twist and rearrange the threads of destiny, giving your allies a better chance at survival. When an ally drops to 0 hit points within 30 feet of you, they have advantage on their death saving throws.
Look Upon the Threads of Fate
Starting at 6th level, you gain the ability to look upon the tapestry of the future, catching glimpses of events yet to transpire. After ten minutes of working with your weaver's tools, during which you must maintain concentration as if it was a spell, you gain the ability to look upon the threads of fate. For the next minute, you gaze into the future. The DM, using 2 words or less, simply describes one event or encounter that they have planned to run within the next hour. The DM may wish to pass a note to the player so that they can reveal this information to the party in their own way. Once you use this feature, you cannot use it again until you finish a long rest.
Reweave Fortune
At 10th level, you learn how to reweave the future, writing your allies as the heroes. As a reaction, whenever a friendly creature you can see within 30 feet fails an attack roll, ability check, or saving throw, you can allow them to re-roll the d20, and they must use the new roll. This feature can be used a number of times equal to your proficiency bonus, and you regain all uses whenever you finish a long rest.
Chords of Fate
Starting at 14th level, you can entangle an enemy in the chords of its own fate. As an action, choose one enemy you can see within 60 feet. That creature must succeed at a Dexterity saving throw against your warlock spell save DC or be restrained by glowing threads for up to 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success. If the creature is hit by an attack, it is automatically a critical hit and once the attack is resolved the creature is no longer restrained by this feature. Once you use this feature you can't use it again until after a short or long rest.
That is my first attempt at a real subclass. I am very inexperienced, so I would love feedback.
Small thoughts from a quick read-through:
Warlock subclasses aren't called "Pact of the x," just "The x." Otherwise it would get confusing alongside Pact Boons.
The 1st level feature is too weak. It should probably also be split up into two: Bonus Proficiency and Weave Destiny.
The 6th level feature is not really a great game mechanic. Notice that the only other thing in the game that even comes close to this kind of thing is augury, which only provides one of a few very vague answers. A DM might not have a very concrete plan for the day, in which case a player would feel cheated of a feature. I'd say restrict it to two words instead of ten, and restrict it to one hour into the future instead of the whole day.
The 10th level feature is just not very good.
The 14th level feature is interesting, but wordy and not very effective.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Much like the above..
1st level feature is weak
6th level is too much of an imposition on DMs and could become difficult to manage in a sandbox-y game.
10th level feature is good, but poorly defined: if my ally is 1 mile away from me can I still allow them to reroll an attack that I'm not even aware they are making? Consider: how far away can the ally be?, does the warlock need to be able to see the ally? What if the warlock doesn't necessarily know if the ally succeeded or failed? (e.g. a deception check against an NPC)
14th level feature is super swingy. Consider what would happen if this character was in a party with a high level rogue or paladin, or if a cleric that can cast a 7th or 8th level inflict wounds, vs when they are in a party with a barbarian, druid and bard...
Thanks for the feedback.
Again, thanks for the feedback. I will try to improve it.
PC Options: Loaded Dice
Eye of Chronos
MY INFO
I am also DrakenBrine, so list all my entries as that accounts entries, k?
MY INFO
How do you activate it? How are you supposed to get a feat at level 7? Why does it require Intelligence?
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
You can choose to activate it at the beginning of any combat, but only once per long rest. I thought it was too powerful to get at level 4, but I realize i should have made it to level 8. Personal flavor reasons.
MY INFO
You should make the text clearer on when you can activate it, in that case. I'd also recommend that it become a bonus action.
I think it would be best if you made it so that you need Intelligence, Wisdom, or Charisma. You can keep your personal flavor, but it's a good idea to allow others' as well.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
DM Options: The Sword of Damocles
Updated Tria Casus
MY INFO
K
MY INFO
Updated Eye of Chronos
MY INFO