Try reading some more balanced homebrews, by people like Matt Mercer or Keith Baker, and then make more things. It will make your homebrew better.
Thank you for the advice, I usually look at homebrew I find online in my free time but I've never really looked at anything by mat mercer exept for the blood hunter
Description: The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures within their vicinity.
Abilities:
Note:this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges
1. Architect's Insight: The wearer gains a deep understanding of the structural integrity and weaknesses of buildings. They can perceive hidden passages, weak points, and potential traps within a structure.
2. Build and Repair: The wearer can use the amulet to temporarily mend or construct makeshift buildings you can make things like barricades walls or temporarily mend a building fixing a hole the walls and barricades you make may not be more that 10 feet tall and 10 feet long and you can only mend one part of a building these temporary structures last 2 hours
3. Demolition Touch: By touching a structure while wearing the amulet, the wearer can cause targeted destruction. They can destroy a up to a 8 by 8 foot part of a building. This ability can only be used once per day
4. Architect's Vision: By activating this ability, the wearer can see the past of a building or structure. They witness significant events that occurred within the structure's history, such as battles, secret meetings, or tragic incidents. This information can provide valuable insights, hidden treasures, or clues necessary for their quests.
5. Unravel the Blueprint: The wearer can unravel and analyze the metaphysical blueprint of a building, enabling them to discern the intentions behind its construction. This ability unveils secret passages, concealed chambers, or forgotten rooms that were deliberately hidden during its creation.
Limitations:
1. Limited Range: The amulet's powers can affect buildings and structures within a radius of 100 feet from the wearer. Structures beyond this range are unaffected.
2. Structure Complexity: The more complex a building or structure, the more time and effort it requires to manipulate or analyze it. Elaborate and magically fortified structures may resist or limit the amulet's abilities.
3. Preservation Ethics: The amulet cannot be used to sense or manipulate living beings, nor can it be used to directly harm or kill individuals. Its powers are limited to the physical aspects of buildings and structures.
4. Limited Charges: The amulet has a limited number of charges that replenish every 2 days. Each ability consumes a varying number of charges, depending on its complexity and scope.
Description: The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures within their vicinity.
Abilities:
Note:this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges
1. Architect's Insight: The wearer gains a deep understanding of the structural integrity and weaknesses of buildings. They can perceive hidden passages, weak points, and potential traps within a structure.
2. Build and Repair: The wearer can use the amulet to temporarily mend or construct makeshift buildings you can make things like barricades walls or temporarily mend a building fixing a hole the walls and barricades you make may not be more that 10 feet tall and 10 feet long and you can only mend one part of a building these temporary structures last 2 hours
3. Demolition Touch: By touching a structure while wearing the amulet, the wearer can cause targeted destruction. They can destroy a up to a 8 by 8 foot part of a building. This ability can only be used once per day
4. Architect's Vision: By activating this ability, the wearer can see the past of a building or structure. They witness significant events that occurred within the structure's history, such as battles, secret meetings, or tragic incidents. This information can provide valuable insights, hidden treasures, or clues necessary for their quests.
5. Unravel the Blueprint: The wearer can unravel and analyze the metaphysical blueprint of a building, enabling them to discern the intentions behind its construction. This ability unveils secret passages, concealed chambers, or forgotten rooms that were deliberately hidden during its creation.
Limitations:
1. Limited Range: The amulet's powers can affect buildings and structures within a radius of 100 feet from the wearer. Structures beyond this range are unaffected.
2. Structure Complexity: The more complex a building or structure, the more time and effort it requires to manipulate or analyze it. Elaborate and magically fortified structures may resist or limit the amulet's abilities.
3. Preservation Ethics: The amulet cannot be used to sense or manipulate living beings, nor can it be used to directly harm or kill individuals. Its powers are limited to the physical aspects of buildings and structures.
4. Limited Charges: The amulet has a limited number of charges that replenish every 2 days. Each ability consumes a varying number of charges, depending on its complexity and scope.
Same things I posted on the homebrew competition, the punctuation needs to be much better. Again, what rarity is it? It is complex but interesting. Overall, good potential but needs some refinement.
Here I fixed it for you. Have a look at how I formatted it, and reworded it, and the extra details I added (I've underlined them to help you out). This is the sort of style you should be aiming for.
Architect's Amulet Very Rare, requires attunement
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
(1 charge) Architect's Insight: you learn the exact location of each hidden passage, weak point, or potential trap within range that is not behind total cover. [Notes: rather than have the DM have to try to adjudicate this, provide specific mechanics - the Blue Print one seemed to be the same as this so I just cut it.]
(1 or more charges) Build: you create a makeshift wall out of scrap materials you can see within range.For each charge you expend you can create one panel up to 10ft tall, 10 ft long and 1 ft thick. This wall must be resting on the ground or attached to a solid structure. The wall has AC 20 and 50 hit points, it lasts for 2 hours or until destroyed.
(3 charges) Demolition Touch: you destroy a 10ft x 10ft x 10ft cube of worked stone, wood, brick, or plaster that you can touch. [Notes: 5e is built on a 5ft grid, using size increments other than 5ft is problematic, by increasing the cost to 3 charges it automatically ensures it can only be used once before recharge.]
(2 charges) Architectural Vision: you witness one significant event that occurred within the structure or that directly affected the structure, such as battles, natural disasters, important meetings, or notable deaths. [Notes: recalling all the history of a 2000 year old building would take ages and be irritating for the DM, generally the players have something specific in mind they want to learn]
The amulet regains all charges after a long rest. [Notes: recharge times are generally kept to SR, LR/1 day, or 7 days. Deviating from this is confusing and annoying to track]
Here I fixed it for you. Have a look at how I formatted it, and reworded it, and the extra details I added (I've underlined them to help you out). This is the sort of style you should be aiming for.
Architect's Amulet Very Rare, requires attunement
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
(1 charge) Architect's Insight: you learn the exact location of each hidden passage, weak point, or potential trap within range that is not behind total cover. [Notes: rather than have the DM have to try to adjudicate this, provide specific mechanics - the Blue Print one seemed to be the same as this so I just cut it.]
(1 or more charges) Build: you create a makeshift wall out of scrap materials you can see within range.For each charge you expend you can create one panel up to 10ft tall, 10 ft long and 1 ft thick. This wall must be resting on the ground or attached to a solid structure. The wall has AC 20 and 50 hit points, it lasts for 2 hours or until destroyed.
(3 charges) Demolition Touch: you destroy a 10ft x 10ft x 10ft cube of worked stone, wood, brick, or plaster that you can touch. [Notes: 5e is built on a 5ft grid, using size increments other than 5ft is problematic, by increasing the cost to 3 charges it automatically ensures it can only be used once before recharge.]
(2 charges) Architectural Vision: you witness one significant event that occurred within the structure or that directly affected the structure, such as battles, natural disasters, important meetings, or notable deaths. [Notes: recalling all the history of a 2000 year old building would take ages and be irritating for the DM, generally the players have something specific in mind they want to learn]
The amulet regains all charges after a long rest. [Notes: recharge times are generally kept to SR, LR/1 day, or 7 days. Deviating from this is confusing and annoying to track]
Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1.
Size: Skarns are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Resilient Physique: You have advantage on saving throws against effects that would knock you prone or move you against your will.
Structural Insight: You have proficiency in the Mason's Tools or Carpenter's Tools. Additionally, whenever you make an ability check using the chosen toolset, you can add double your proficiency bonus instead of your normal proficiency bonus.
Master Craftsmanship: You have proficiency with one set of artisan's tools of your choice. Additionally, when you make an ability check using your chosen toolset, you can add your proficiency bonus twice, instead of your normal proficiency bonus.
Efficient Builders: When taking the Help action to assist in constructing or repairing a building, you can do so in half the normal time. In addition, when spending downtime to construct or repair a structure, you only need to spend half the usual cost in materials.
Languages: You can speak, read, and write Common and one extra language of your choice
II made a race for anyone who wants to make a bob the builder pc
Architects are masters of construction, skilled in the art of designing and building structures that stand the test of time. They combine their knowledge of engineering, craftsmanship, and magical manipulation to create impressive edifices and fortifications.
Class Features:
Hit Points
Hit Dice: 1d8 per architect level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per architect level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Architect's tools, one set of artisan's tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shortsword or (b) a rapier
(a) a light crossbow and 20 bolts or (b) any simple weapon
Leather armor, an architect's tools, and a set of artisan's tools of your choice
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin
Features
As an architect, you gain the following class features:
1st Level: Architectural Savvy
Proficiency with architect's tools. Your proficiency bonus is doubled for any ability check you make using architect's tools.
Structural Analysis: You have a keen eye for spotting weaknesses and assessing structural integrity. As an action, you can analyze a structure or object to gain information about its stability, weak points, or potential traps. The DM provides you with relevant information based on your analysis.
2nd Level: Architectural Expertise
Architectural Specialization: Choose a specialization at 2nd level, representing your chosen area of expertise within the field of architecture. Options include "Fortifications," "Monumental Structures," or "Magical Constructs." Each specialization grants unique abilities and features related to its respective focus.
3rd Level: Structural Manipulation
Structural Enhancements: You gain the ability to magically enhance structures or objects temporarily. You can expend a spell slot to reinforce a door, reinforce a wall, or otherwise bolster the structural integrity of a building or object. This reinforcement lasts for a duration determined by the spell slot level expended (1 hour per level).
Architectural Recall: You have a remarkable memory for architectural details. As a bonus action, you can vividly recall the layout and structural features of a building or location you have seen before. This ability grants you advantage on ability checks related to navigating or understanding that structure for the next hour.
5th Level: Master Builder
Efficient Construction: You have honed your construction skills, allowing you to build and repair structures at an accelerated pace. When spending downtime to construct or repair a structure, you only need to spend half the usual time and resources.
9th Level: Architectural Mastery
Unyielding Design: Your architectural creations gain enhanced durability and resilience. Structures you build have increased hit points and are more resistant to damage, requiring attackers to roll additional damage dice against them.
14th Level: Grand Architect
Masterpiece Creation: You can spend a significant amount of time and resources to create a masterpiece structure, representing the pinnacle of your architectural prowess. The specifics of this masterpiece are determined in consultation with your DM, but it should be a remarkable and awe-inspiring construction. The masterpiece can provide unique benefits or act as a base of operations for your adventuring party.
20th Level: Master of Structures
Eternal Legacy: Your architectural creations have a lasting impact on the world. Structures built by you are imbued with a magical essence, granting them longevity and preserving their grandeur throughout the ages.
Here I fixed it for you. Have a look at how I formatted it, and reworded it, and the extra details I added (I've underlined them to help you out). This is the sort of style you should be aiming for.
Architect's Amulet Very Rare, requires attunement
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
(1 charge) Architect's Insight: you learn the exact location of each hidden passage, weak point, or potential trap within range that is not behind total cover. [Notes: rather than have the DM have to try to adjudicate this, provide specific mechanics - the Blue Print one seemed to be the same as this so I just cut it.]
(1 or more charges) Build: you create a makeshift wall out of scrap materials you can see within range.For each charge you expend you can create one panel up to 10ft tall, 10 ft long and 1 ft thick. This wall must be resting on the ground or attached to a solid structure. The wall has AC 20 and 50 hit points, it lasts for 2 hours or until destroyed.
(3 charges) Demolition Touch: you destroy a 10ft x 10ft x 10ft cube of worked stone, wood, brick, or plaster that you can touch. [Notes: 5e is built on a 5ft grid, using size increments other than 5ft is problematic, by increasing the cost to 3 charges it automatically ensures it can only be used once before recharge.]
(2 charges) Architectural Vision: you witness one significant event that occurred within the structure or that directly affected the structure, such as battles, natural disasters, important meetings, or notable deaths. [Notes: recalling all the history of a 2000 year old building would take ages and be irritating for the DM, generally the players have something specific in mind they want to learn]
The amulet regains all charges after a long rest. [Notes: recharge times are generally kept to SR, LR/1 day, or 7 days. Deviating from this is confusing and annoying to track]
Thank you so much I am relatively new to homebrew and this really helped thank you
Verdant Guardians are a race of beings deeply attuned to nature, embodying the essence of the natural world. They are protectors of the forests, tasked with preserving the balance between civilization and the wild. Verdant Guardians possess a strong affinity for plant life and possess abilities that reflect their connection to nature.
Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size: Verdant Guardians are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Nature's Resilience: You have advantage on saving throws against being poisoned and resistance against poison damage.
Nature's Affinity: You are proficient in the Nature skill.
Photosynthetic Regeneration: During a short rest, if you are exposed to sunlight for at least 1 hour, you can regain an additional number of hit points equal to your level divided by 2 (rounded down).
Nature's Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write Common and Sylvan.
Gardeners are masters of nurturing and cultivating nature's bounty. They possess a deep understanding of plants, herbs, and botanical magic. Through their connection with the earth, they can manipulate and harness the power of flora to support their allies, hinder their enemies, and create a harmonious balance in the world.
Hit Points
Hit Dice: 1d8 per Gardener level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gardener level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Herbalism kit, one type of artisan's tools of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Insight, Medicine, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a longsword
(a) a shortbow and 20 arrows or (b) a shortsword
(a) a dungeoneer's pack or (b) an explorer's pack
A herbalism kit and a set of artisan's tools of your choice
Features
As a Gardener, you gain the following class features:
Spellcasting
As a Gardener, you have learned to tap into the primal magic of plants and nature. See the Spellcasting class feature for the general rules of spellcasting and the Gardener Spells table for the list of available spells.
Cantrips: You know two cantrips of your choice from the Gardener spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots: The Gardener Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability: Wisdom is your spellcasting ability for your Gardener spells. The power of your spells comes from your devotion to the nurturing aspects of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Gardener spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your Gardener spells.
Nature's Blessing
At 2nd level, you gain the ability to infuse your allies and yourself with the blessings of nature. As an action, you can touch a willing creature, including yourself, and grant them temporary hit points equal to your Gardener level + your Wisdom modifier. These temporary hit points last for 1 hour or until depleted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Nature's Wrath
Starting at 6th level, your connection with nature allows you to channel its wrath upon your enemies. When you cast a spell that deals damage, you can add your Wisdom modifier to one damage roll of that spell.
In addition, creatures hit by your cantrips that deal damage must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Harmony of the Grove
At 10th level, you become a beacon of harmony and tranquility within nature. You and friendly creatures within 30 feet of you gain advantage on saving throws against being charmed or frightened.
Additionally, you have advantage on all Charisma (Persuasion) checks when dealing with creatures of the fey or plant type.
Verdant Sanctuary
At 14th level, you can create a sanctuary of natural harmony. As an action, you cause an area within 30 feet of you to become a sacred space for 1 minute. The area is heavily obscured, and any enemy creature that starts its turn in the area must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is restrained by overgrown vines and takes 2d8 piercing damage. On a successful save, the creature takes half damage and isn't restrained.
Nature's Avatar
At 18th level, you become one with the primeval forces of nature. As an action, you can assume an ethereal form, transforming into a guardian of nature for 1 minute. While in this form, you gain the following benefits:
You have resistance to all damage.
You have advantage on all saving throws.
You can move through other creatures and objects as if they were difficult terrain.
You can use your action to heal yourself or a creature you can see within 30 feet of you for 4d8 + your Wisdom modifier hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Gardener spell list
Cantrips:
Druidcraft
Guidance
Magic Stone
Mending
Produce Flame
Resistance
Shillelagh
Thorn Whip
1st Level:
Cure Wounds
Detect Magic
Entangle
Goodberry
Healing Word
Purify Food and Drink
Speak with Animals
2nd Level:
Barkskin
Enhance Ability
Lesser Restoration
Moonbeam
Pass without Trace
Spike Growth
3rd Level:
Call Lightning
Conjure Animals
Plant Growth
Protection from Energy
Speak with Plants
Wind Wall
4th Level:
Blight
Dominate Beast
Giant Insect
Grasping Vine
Polymorph
Stoneskin
5th Level:
Antilife Shell
Awaken
Commune with Nature
Greater Restoration
Insect Plague
Tree Stride
I tried to make the table but when I exported it to ddb it just didn't work so just give it the druids spell casting table
Gardeners are masters of nurturing and cultivating nature's bounty. They possess a deep understanding of plants, herbs, and botanical magic. Through their connection with the earth, they can manipulate and harness the power of flora to support their allies, hinder their enemies, and create a harmonious balance in the world.
Hit Points
Hit Dice: 1d8 per Gardener level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gardener level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Herbalism kit, one type of artisan's tools of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Insight, Medicine, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon or (b) a longsword
(a) a shortbow and 20 arrows or (b) a shortsword
(a) a dungeoneer's pack or (b) an explorer's pack
A herbalism kit and a set of artisan's tools of your choice
Features
As a Gardener, you gain the following class features:
Spellcasting
As a Gardener, you have learned to tap into the primal magic of plants and nature. See the Spellcasting class feature for the general rules of spellcasting and the Gardener Spells table for the list of available spells.
Cantrips: You know two cantrips of your choice from the Gardener spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots: The Gardener Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability: Wisdom is your spellcasting ability for your Gardener spells. The power of your spells comes from your devotion to the nurturing aspects of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Gardener spell you cast and when making an attack roll with one.
Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your Gardener spells.
Nature's Blessing
At 2nd level, you gain the ability to infuse your allies and yourself with the blessings of nature. As an action, you can touch a willing creature, including yourself, and grant them temporary hit points equal to your Gardener level + your Wisdom modifier. These temporary hit points last for 1 hour or until depleted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Nature's Wrath
Starting at 6th level, your connection with nature allows you to channel its wrath upon your enemies. When you cast a spell that deals damage, you can add your Wisdom modifier to one damage roll of that spell.
In addition, creatures hit by your cantrips that deal damage must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Harmony of the Grove
At 10th level, you become a beacon of harmony and tranquility within nature. You and friendly creatures within 30 feet of you gain advantage on saving throws against being charmed or frightened.
Additionally, you have advantage on all Charisma (Persuasion) checks when dealing with creatures of the fey or plant type.
Verdant Sanctuary
At 14th level, you can create a sanctuary of natural harmony. As an action, you cause an area within 30 feet of you to become a sacred space for 1 minute. The area is heavily obscured, and any enemy creature that starts its turn in the area must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is restrained by overgrown vines and takes 2d8 piercing damage. On a successful save, the creature takes half damage and isn't restrained.
Nature's Avatar
At 18th level, you become one with the primeval forces of nature. As an action, you can assume an ethereal form, transforming into a guardian of nature for 1 minute. While in this form, you gain the following benefits:
You have resistance to all damage.
You have advantage on all saving throws.
You can move through other creatures and objects as if they were difficult terrain.
You can use your action to heal yourself or a creature you can see within 30 feet of you for 4d8 + your Wisdom modifier hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Gardener spell list
Cantrips:
Druidcraft
Guidance
Magic Stone
Mending
Produce Flame
Resistance
Shillelagh
Thorn Whip
1st Level:
Cure Wounds
Detect Magic
Entangle
Goodberry
Healing Word
Purify Food and Drink
Speak with Animals
2nd Level:
Barkskin
Enhance Ability
Lesser Restoration
Moonbeam
Pass without Trace
Spike Growth
3rd Level:
Call Lightning
Conjure Animals
Plant Growth
Protection from Energy
Speak with Plants
Wind Wall
4th Level:
Blight
Dominate Beast
Giant Insect
Grasping Vine
Polymorph
Stoneskin
5th Level:
Antilife Shell
Awaken
Commune with Nature
Greater Restoration
Insect Plague
Tree Stride
I tried to make the table but when I exported it to ddb it just didn't work so just give it the druids spell casting table
This is too weak, and literally already exists in Druid.
Verdant Guardians are a race of beings deeply attuned to nature, embodying the essence of the natural world. They are protectors of the forests, tasked with preserving the balance between civilization and the wild. Verdant Guardians possess a strong affinity for plant life and possess abilities that reflect their connection to nature.
Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size: Verdant Guardians are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Nature's Resilience: You have advantage on saving throws against being poisoned and resistance against poison damage.
Nature's Affinity: You are proficient in the Nature skill.
Photosynthetic Regeneration: During a short rest, if you are exposed to sunlight for at least 1 hour, you can regain an additional number of hit points equal to your level divided by 2 (rounded down).
Nature's Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write Common and Sylvan.
This is good. It doesn’t already exist, it’s not weak, and it’s not stupidly broken. Nice job!
Verdant Guardians are a race of beings deeply attuned to nature, embodying the essence of the natural world. They are protectors of the forests, tasked with preserving the balance between civilization and the wild. Verdant Guardians possess a strong affinity for plant life and possess abilities that reflect their connection to nature.
Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size: Verdant Guardians are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Nature's Resilience: You have advantage on saving throws against being poisoned and resistance against poison damage.
Nature's Affinity: You are proficient in the Nature skill.
Photosynthetic Regeneration: During a short rest, if you are exposed to sunlight for at least 1 hour, you can regain an additional number of hit points equal to your level divided by 2 (rounded down).
Nature's Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write Common and Sylvan.
This is good. It doesn’t already exist, it’s not weak, and it’s not stupidly broken. Nice job!
Oh really it seems that this is my first good homebrew
I'm not really looking for feedback on the building things as those were really just kinda jokes but you can if you want
Proficiencies: Light armor, simple weapons, one martial weapon of your choice, and choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception, Stealth, and Survival.
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Perception, Stealth, and Survival.
Hunter's Intuition: At 1st level, you have a keen intuition honed through your experiences as a Hunter. You have advantage on Wisdom (Survival) checks to track creatures and navigate through various terrains. Additionally, you have advantage on Wisdom (Perception) checks to spot hidden or obscured objects and creatures.
Fighting Style: At 2nd level, you adopt a particular style of fighting as a hunter. Choose one of the following options:
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement: At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose a feat.
Hunter's Resolve: At 7th level, your determination and resilience as a Hunter begin to manifest. You have advantage on saving throws against being frightened, and you can't be charmed.
Hunter's Retaliation: At 11th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction to make a melee weapon attack against that creature.
Hunter's Resilience: At 15th level, your experience and training grant you additional resilience. You gain proficiency in Constitution saving throws, and your hit point maximum increases by an amount equal to your Hunter level.
Hunter's Mastery: At 5th level, you achieve mastery as a Hunter. Choose one subclass from each of the following categories:
Beast Hunter (Subclass):
Ability Score Improvement: Increase your Strength or Dexterity score by 2.
Saving Throws: Strength, Dexterity
Proficiencies: Gain proficiency in Animal Handling and Nature.
Feral Instincts: You have advantage on initiative rolls and Wisdom (Animal Handling) checks made to handle or calm beasts.
Beast Bond: You can communicate with beasts, and they understand your intent through gestures and sounds.
Blacklist Hunter (Subclass):
Ability Score Improvement: Increase your Dexterity or Intelligence score by 2.
Saving Throws: Dexterity, Intelligence
Proficiencies: Gain proficiency in Investigation and Deception.
Marked Prey: When you hit a creature with a weapon attack, you can mark them as your prey. You have advantage on Wisdom (Survival) checks to track and find the marked prey.
Shadow Step: As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see in dim light or darkness.
Gourmet Hunter (Subclass):
Ability Score Improvement: Increase your Constitution or Charisma score by 2.
Saving Throws: Constitution, Charisma
Proficiencies: Gain proficiency in Cooking Utensils and Persuasion.
Culinary Expertise: You gain proficiency with Cook's Utensils and can prepare delicious meals that provide beneficial effects to your allies.
Gourmet Palette: You have advantage on Constitution saving throws against poisons and diseases, and you have resistance to poison damage.
Ruin Hunter (Subclass):
Ability Score Improvement: Increase your Intelligence or Wisdom score by 2.
Saving Throws: Intelligence, Wisdom
Proficiencies: Gain proficiency in History and Arcana.
Ancient Knowledge: You gain advantage on Intelligence (History) checks to recall information about ancient civilizations and ruins.
Ruin Sight: You can see normally in magical and nonmagical darkness within 60 feet of you.
Temp Hunter (Subclass):
Ability Score Improvement: Increase your Dexterity or Constitution score by 2.
Saving Throws: Dexterity, Constitution
Proficiencies: Gain proficiency in Athletics and Intimidation.
Swift Reflexes: You have advantage on Dexterity saving throws against effects that would halve or negate your movement.
Momentum Strike: When you move at least 10 feet in a straight line before making a melee weapon attack, you can add your Constitution modifier to the damage roll.
Treasure Hunter (Subclass):
Ability Score Improvement: Increase your Wisdom or Charisma score by 2.
Saving Throws: Wisdom, Charisma
Proficiencies: Gain proficiency in Perception and Investigation.
Keen Eye: You have advantage on Wisdom (Perception) checks made to find hidden objects or detect traps.
Treasure Sense: Within 30 feet of you, you can sense the presence of precious metals and gems
Nen Subclass:
Enhancer (Subclass)
Enhanced Strikes: When you hit with a melee weapon attack, you can spend a Nen Point to add additional damage to the attack equal to your proficiency bonus.
Iron Body: You gain resistance to bludgeoning, piercing, and slashing damage while not wearing heavy armor.
Transmuter (Subclass):
Nen Transmutation: You gain the ability to temporarily change the properties of objects or weapons using Nen. You can spend a Nen Point to grant a weapon you touch a +1 bonus to attack and damage rolls for 1 minute.
Deceptive Aura: You have advantage on Charisma (Deception) checks made to pass off a disguised object or weapon as something else.
Conjurer (Subclass):
Conjuring Mastery: You gain the ability to conjure objects using Nen. You can spend a Nen Point to conjure a non-magical object of your choice that weighs up to 10 pounds, as long as you have seen or touched the object before.
Swift Swap: As a bonus action, you can swap the positions of two objects you can see within thirty feet of you
Manipulator (Subclass):
Nen Manipulation: You gain the ability to manipulate objects or creatures using Nen. You can spend a Nen Point to attempt to move or manipulate an object or creature of your size or smaller within 30 feet of you.
Puppeteer's Control: You have advantage on Dexterity (Sleight of Hand) checks made to manipulate or control objects or creatures with strings or wires.
Emitter (Subclass):
Ability Score Improvement: Increase your Dexterity or Charisma score by 2.
Saving Throws: Dexterity, Charisma
Proficiencies: None.
Nen Emission: You gain the ability to emit Nen as a projectile or burst of energy. You can spend a Nen Point to make a ranged spell attack against a creature within 60 feet of you, dealing damage equal to your proficiency bonus + your Dexterity or Charisma modifier.
Energy Burst: When you deal damage with a spell or Nen Emission, you can choose to have the target make a Dexterity saving throw against your spell save DC. On a failed save, they are pushed 10 feet away from you.(your saving throw is equal to 5+your hunter level+your proficiency bonus
Your nen points are equal to your hunter level+an ability score modifier of your choice you have to choose the ability score when you get this feature and it cannot be changed)
Verdant Guardians are a race of beings deeply attuned to nature, embodying the essence of the natural world. They are protectors of the forests, tasked with preserving the balance between civilization and the wild. Verdant Guardians possess a strong affinity for plant life and possess abilities that reflect their connection to nature.
Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size: Verdant Guardians are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Nature's Resilience: You have advantage on saving throws against being poisoned and resistance against poison damage.
Nature's Affinity: You are proficient in the Nature skill.
Photosynthetic Regeneration: During a short rest, if you are exposed to sunlight for at least 1 hour, you can regain an additional number of hit points equal to your level divided by 2 (rounded down).
Nature's Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write Common and Sylvan.
Remove the necrotic resistance (why is it there ? plants are cannonically weak to necrotic - see Blight and Horrid Wilting) and this is a perfectly good race.
Your classes are all a huge mess, a random collection of existing mechanics with names linking them to some sort of flavour theme but with no mechanical niche for them to excel at that is unique to them. Gardner is druid-y and paladin-y but lacking all the utility of Druid and all the fire power of Paladin, reminds me a lot of Artificer TBH but has nothing special about it like the artificers infusons.
Your not-Ranger thing is just a total mess....
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Try reading some more balanced homebrews, by people like Matt Mercer or Keith Baker, and then make more things. It will make your homebrew better.
Thank you for the advice, I usually look at homebrew I find online in my free time but I've never really looked at anything by mat mercer exept for the blood hunter
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The Tal’Dorei subclasses are pretty good.
What do you guys think about this
Name: Architect's Amulet
Description: The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures within their vicinity.
Abilities:
Note:this amulet has charges the reset every 2 days it has five charges ability one takes one or more charges depending on the complexity of the building dm decides ability two takes 2 charges every time ability three takes 2 charges every time ability 4 takes 2 charges and ability 5 takes 2 charges
1. Architect's Insight: The wearer gains a deep understanding of the structural integrity and weaknesses of buildings. They can perceive hidden passages, weak points, and potential traps within a structure.
2. Build and Repair: The wearer can use the amulet to temporarily mend or construct makeshift buildings you can make things like barricades walls or temporarily mend a building fixing a hole the walls and barricades you make may not be more that 10 feet tall and 10 feet long and you can only mend one part of a building these temporary structures last 2 hours
3. Demolition Touch: By touching a structure while wearing the amulet, the wearer can cause targeted destruction. They can destroy a up to a 8 by 8 foot part of a building. This ability can only be used once per day
4. Architect's Vision: By activating this ability, the wearer can see the past of a building or structure. They witness significant events that occurred within the structure's history, such as battles, secret meetings, or tragic incidents. This information can provide valuable insights, hidden treasures, or clues necessary for their quests.
5. Unravel the Blueprint: The wearer can unravel and analyze the metaphysical blueprint of a building, enabling them to discern the intentions behind its construction. This ability unveils secret passages, concealed chambers, or forgotten rooms that were deliberately hidden during its creation.
Limitations:
1. Limited Range: The amulet's powers can affect buildings and structures within a radius of 100 feet from the wearer. Structures beyond this range are unaffected.
2. Structure Complexity: The more complex a building or structure, the more time and effort it requires to manipulate or analyze it. Elaborate and magically fortified structures may resist or limit the amulet's abilities.
3. Preservation Ethics: The amulet cannot be used to sense or manipulate living beings, nor can it be used to directly harm or kill individuals. Its powers are limited to the physical aspects of buildings and structures.
4. Limited Charges: The amulet has a limited number of charges that replenish every 2 days. Each ability consumes a varying number of charges, depending on its complexity and scope.
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Same things I posted on the homebrew competition, the punctuation needs to be much better. Again, what rarity is it? It is complex but interesting. Overall, good potential but needs some refinement.
Here I fixed it for you. Have a look at how I formatted it, and reworded it, and the extra details I added (I've underlined them to help you out). This is the sort of style you should be aiming for.
Architect's Amulet
Very Rare, requires attunement
The Architect's Amulet is a finely crafted necklace adorned with intricate engravings of architectural designs. It emanates a faint aura of transmutation magic. When worn, it grants the wearer the ability to manipulate buildings and structures that they can see within 100 ft of themselves. This amulet has 5 charges, as an action you can expend one or more charges to activate one of the following abilities:
The amulet regains all charges after a long rest. [Notes: recharge times are generally kept to SR, LR/1 day, or 7 days. Deviating from this is confusing and annoying to track]
This is good! Not too weak but not too strong.
Skarns
Ability Score Increase: Your Constitution score increases by 2, and your Dexterity score increases by 1.
Size: Skarns are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Resilient Physique: You have advantage on saving throws against effects that would knock you prone or move you against your will.
Structural Insight: You have proficiency in the Mason's Tools or Carpenter's Tools. Additionally, whenever you make an ability check using the chosen toolset, you can add double your proficiency bonus instead of your normal proficiency bonus.
Master Craftsmanship: You have proficiency with one set of artisan's tools of your choice. Additionally, when you make an ability check using your chosen toolset, you can add your proficiency bonus twice, instead of your normal proficiency bonus.
Efficient Builders: When taking the Help action to assist in constructing or repairing a building, you can do so in half the normal time. In addition, when spending downtime to construct or repair a structure, you only need to spend half the usual cost in materials.
Languages: You can speak, read, and write Common and one extra language of your choice
II made a race for anyone who wants to make a bob the builder pc
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Architect
Architects are masters of construction, skilled in the art of designing and building structures that stand the test of time. They combine their knowledge of engineering, craftsmanship, and magical manipulation to create impressive edifices and fortifications.
Class Features:
Hit Points
Hit Dice: 1d8 per architect level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per architect level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Architect's tools, one set of artisan's tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Features
As an architect, you gain the following class features:
1st Level: Architectural Savvy
2nd Level: Architectural Expertise
3rd Level: Structural Manipulation
9th Level: Architectural Mastery
14th Level: Grand Architect
20th Level: Master of Structures
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Class for bob the builder anyone
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Thank you so much I am relatively new to homebrew and this really helped thank you
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Verdant Guardians
Verdant Guardians are a race of beings deeply attuned to nature, embodying the essence of the natural world. They are protectors of the forests, tasked with preserving the balance between civilization and the wild. Verdant Guardians possess a strong affinity for plant life and possess abilities that reflect their connection to nature.
Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1.
Size: Verdant Guardians are medium-sized creatures.
Speed: Your base walking speed is 30 feet.
Nature's Resilience: You have advantage on saving throws against being poisoned and resistance against poison damage.
Nature's Affinity: You are proficient in the Nature skill.
Photosynthetic Regeneration: During a short rest, if you are exposed to sunlight for at least 1 hour, you can regain an additional number of hit points equal to your level divided by 2 (rounded down).
Nature's Resistance: You have resistance to necrotic damage.
Languages: You can speak, read, and write Common and Sylvan.
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Gardener
Gardeners are masters of nurturing and cultivating nature's bounty. They possess a deep understanding of plants, herbs, and botanical magic. Through their connection with the earth, they can manipulate and harness the power of flora to support their allies, hinder their enemies, and create a harmonious balance in the world.
Hit Points
Hit Dice: 1d8 per Gardener level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gardener level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Herbalism kit, one type of artisan's tools of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Insight, Medicine, Nature, Perception, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Features
As a Gardener, you gain the following class features:
Spellcasting
As a Gardener, you have learned to tap into the primal magic of plants and nature. See the Spellcasting class feature for the general rules of spellcasting and the Gardener Spells table for the list of available spells.
Nature's Blessing
At 2nd level, you gain the ability to infuse your allies and yourself with the blessings of nature. As an action, you can touch a willing creature, including yourself, and grant them temporary hit points equal to your Gardener level + your Wisdom modifier. These temporary hit points last for 1 hour or until depleted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Nature's Wrath
Starting at 6th level, your connection with nature allows you to channel its wrath upon your enemies. When you cast a spell that deals damage, you can add your Wisdom modifier to one damage roll of that spell.
In addition, creatures hit by your cantrips that deal damage must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Harmony of the Grove
At 10th level, you become a beacon of harmony and tranquility within nature. You and friendly creatures within 30 feet of you gain advantage on saving throws against being charmed or frightened.
Additionally, you have advantage on all Charisma (Persuasion) checks when dealing with creatures of the fey or plant type.
Verdant Sanctuary
At 14th level, you can create a sanctuary of natural harmony. As an action, you cause an area within 30 feet of you to become a sacred space for 1 minute. The area is heavily obscured, and any enemy creature that starts its turn in the area must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is restrained by overgrown vines and takes 2d8 piercing damage. On a successful save, the creature takes half damage and isn't restrained.
Nature's Avatar
At 18th level, you become one with the primeval forces of nature. As an action, you can assume an ethereal form, transforming into a guardian of nature for 1 minute. While in this form, you gain the following benefits:
Once you use this feature, you can't use it again until you finish a long rest.
Gardener spell list
Cantrips:
1st Level:
2nd Level:
3rd Level:
4th Level:
5th Level:
I tried to make the table but when I exported it to ddb it just didn't work so just give it the druids spell casting table
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This is too weak, and literally already exists in Druid.
This is good. It doesn’t already exist, it’s not weak, and it’s not stupidly broken. Nice job!
Oh really it seems that this is my first good homebrew
I'm not really looking for feedback on the building things as those were really just kinda jokes but you can if you want
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Yo anyone on I need help
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Class Features:
Hunter's Intuition: At 1st level, you have a keen intuition honed through your experiences as a Hunter. You have advantage on Wisdom (Survival) checks to track creatures and navigate through various terrains. Additionally, you have advantage on Wisdom (Perception) checks to spot hidden or obscured objects and creatures.
Fighting Style: At 2nd level, you adopt a particular style of fighting as a hunter. Choose one of the following options:
Ability Score Improvement: At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose a feat.
Hunter's Resolve: At 7th level, your determination and resilience as a Hunter begin to manifest. You have advantage on saving throws against being frightened, and you can't be charmed.
Hunter's Retaliation: At 11th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction to make a melee weapon attack against that creature.
Hunter's Resilience: At 15th level, your experience and training grant you additional resilience. You gain proficiency in Constitution saving throws, and your hit point maximum increases by an amount equal to your Hunter level.
Hunter's Mastery: At 5th level, you achieve mastery as a Hunter. Choose one subclass from each of the following categories:
Nen Subclass:
Manipulator (Subclass):
Emitter (Subclass):
Your nen points are equal to your hunter level+an ability score modifier of your choice you have to choose the ability score when you get this feature and it cannot be changed)
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This is just Ranger.
Remove the necrotic resistance (why is it there ? plants are cannonically weak to necrotic - see Blight and Horrid Wilting) and this is a perfectly good race.
Your classes are all a huge mess, a random collection of existing mechanics with names linking them to some sort of flavour theme but with no mechanical niche for them to excel at that is unique to them. Gardner is druid-y and paladin-y but lacking all the utility of Druid and all the fire power of Paladin, reminds me a lot of Artificer TBH but has nothing special about it like the artificers infusons.
Your not-Ranger thing is just a total mess....