This thread is for people to copy/paste their homebrew in, before publishing it, so that they can get feedback from others. In this way they don't have to wait for a ton of people to comment on their homebrew, only for them to realize that they didn't think of something, or made something unbalanced, leaving them with a bad version permanently published on the site, since we can't delete our published items for some reason.
It's less for "judgement" and more for "commenting". Thoughts, potential improvements, etc. Saying something is bad is also fine - just be sure to include why you think a thing is bad, and even better if you can also provide a possible idea to fix the thing.
If the thread is useful, maybe it'll get stickied or something.
I'll start things off with some Homebrew I have just made myself, and have not published yet. Comments welcome!
A more "lore friendly" Tiamat:
I've mixed and matched the best of both "Original" Tiamat, and the Aspect of Tiamat that is the new updated version of Tiamat. I have also added some of her lore abilities, like her shapeshifting that 5e decided to take away from all Chromatic dragons for some reason, (I hated that decision, took away a lot of the ways evil dragons screwed with mortals, and Gods have this ability anyway so at the very least Tiamat should be able to!) as well as her "Multi-headed five breath attack that has supposedly "never been survived in recorded history". I did have to add a limitation to it, if only to make it possible to defeat her - I'm not sure it is even with that limitation without a massively OP party custom made to face her, but still...
As for alignment, I changed her to Neutral Evil to suit her having LE, NE and CE heads, as well as to suit the fact that she was LE previously, and now is CE, so I just threw her in the middle to pay homage to the old lore as well as the new.
Thinking of publishing this, any thoughts on changes to make before I do? Any lore abilities of hers that I have missed?
Chromatic Wrath (Recharges after a Short or Long Rest). If Tiamat would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, Tiamat can now use the options in the "Mythic Actions" section for 1 hour, an dher Mythic Action "Chromatic Flames" immediately activates, so long as she is not waiting for a recharge on one or more of her breath weapons, or has used any breath attack this round. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Tiamat after her Chromatic Wrath activates.
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
Regeneration. Tiamat regains 30 hit points at the start of her turn.
Actions
Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Bite. Melee Weapon Attack:+19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 23 (2d12+10) force damage.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Tiamat can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack:+19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone. If the creature is knocked prone, Tiamat can use her Bonus Action to poison the target (DC 27 Constitution saving throw) with the wyvern barb on her tail, dealing 16d6 damage on a failed save.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
Bonus Actions
Change Shape. Tiamat magically transforms into any Humanoid or Beast, while retaining her game statistics (other than her size). This transformation ends if Tiamat is reduced to 0 hit points or if she uses a bonus action to end it.
Legendary Actions
Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Attack Tiamat makes one claw or tail attack.
Furious Bite (Costs 2 Actions).Melee Weapon Attack:+19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become of frightened Tiamat until the end of its next turn.
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Mythic Actions
If Chromatic Wrath trait has activated in the last hour, she can use the first two options below as legendary actions.
Hurl Through Avernus (Costs 2 Actions). Tiamat targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of Tiamat's next turn, the creature reappears in an unoccupied space within 10 feet of Tiamat.
Chromatic Flare (Costs 3 Actions). Tiamat flares with elemental energy. Each creature of Tiamat's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by Tiamat: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Outside of her Lair, once when Chromatic Wrath has been activated, immediately activate the Tiamat's True Chromatic Breath attack.
Chromatic Flames (Recharge 5–6). Tiamat exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw with disadvantage. On a failed save, the creature takes 355 (55d12) damage split between each of the following types: 11d12fire, 11d12cold, 11d12lightning, 11d12acid, 11d12poison. On a successful save, the creature takes half as much damage.
This attack is automatically activated simultaneously with Chromatic Wrath, and cannot be used in any other way, except as noted in the Lair Actions section. When activated in this way, (rather than as a lair action) the attack must include in the attack area, the whomever triggered the "killing blow" that activated Chromatic Wrath, unless they are out of range, or already dead. (Incapacitation does not count.) Anyone hit by this attack while unconscious/incapacitated (HP 0 or less, other types of incapacitation/unconsciousness are excluded!) automatically fails all death saving throws and immediately dies.
This attack is so powerful that, unlike her normal breath attacks, after use, each head has to roll for breath recharge (5-6 on a d6) like a normal dragon, and each must do so separately. Normal Legendary Action breath attacks are unusable until the associated head has recharged.
Even beyond the normal requirements to trigger this Mythic attack, this attack has a further requirement still: It may only be triggered if all five heads are currently charged, and Tiamat may not have used any other breath attack this turn. As such, if her heads are not currently charged, Chromatic Wrath will fail to activate this attack. However, this situation is (normally) only possible in her Lair as her normal breath attacks do not cause her to require recharge. The sole exception to this is if Tiamat is fighting on the same battlefield as Bahamut. His presence bolsters her own due to their intended connection through the will of Io/Asgorath, allowing her to treat any battlefield he is on as a temporary "Lair".
Description
The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect (Aspect of Tiamat) to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.
Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path.
Lair and Lair Actions
Inside her Lair, Tiamat is much more powerful than anywhere else and can utilize her true might, as well as summon various allies to assist her in slaying trespassers of any kind.
On the start of the first turn, Tiamat gains an immediate Lair Action at the beginning of the initiative order. She unleashes a great roar, causing 10d12 sonic damage, as well as alerting her five consorts to the threat, which will summon them to her side in 1d4 (rolled separately for each) turns. (Red Greatwyrm, Black Greatwyrm, Blue Greatwyrm, Green Greatwyrm, White Greatwyrm.) The only exception to this is if the party has somehow avoided Tiamat noticing their presence, successfully sneak attacking her, in which case this Lair Action automatically fires as a Reaction as soon as the party takes any noticeable action. This reaction cannot be stopped in any way, however as the roar is not magical, any effect that would effect sound can cause the roar to fail to summon her allies and/or cause damage to the party. Even if this is achieved however, her consorts will eventually notice the sounds of battle and realize something is amiss. In this instance, roll 1d8 for each consort, rather than 1d4 to determine how soon they arrive.
Here, (when her Lair is in the Nine Hells) Tiamat can summon Abishai of all types as a Lair action once every ten rounds. When utilized, she summons 2d4 Abishai of random coloration, and loses the use of any other actions that turn. (Red Abishai, Black Abishai, Blue Abishai, Green Abishai, White Abishai.) If her Lair is no longer in the Nine Hells, she can still perform this action, however it is limited in use as she cannot create more Abishai while not in the Nine Hells. (Roll 1d6 to determine how many uses Tiamat has remaining to her.) If she is either still lairing in the Nine hells, or even maintaining one of her avatars there, she can use this ability an unlimited number of times.
Tiamat can also use her Chromatic Flames breath attack once as a Lair Action even before Chromatic Wrath has been activated. Furthermore, once Chromatic Wrath has been activated, she can then use this as a regular Lair Action that can be used at the top of any initiative order, except one in which she has used this attack in the previous round. (Eg: Not two turns in a row, even if all of her breath attacks have successfully recharged.) She will often use this attack initially upon getting close to 75% of her hit points, in order to ensure that she has time to recharge her breath weapons before Chromatic Wrath activates, so as not to lose the free usage of this attack should an opponent be able to last long enough to slay her once, causing that ability to activate.
When used as a Lair Action instead of as a normal reaction from Chromatic Wrath being activated, Tiamat sacrifices her normal turn that round, in order to use this action. She also cannot use any other Lair Actions on that turn. In exchange for this sacrifice, (for this turn only) she can freely choose where in the initiative order her turn comes, allowing her to effectively interrupt party actions at any point in that turn. (She does not maintain that position in the initiative order going forward, rather upon the start of the next turn she returns to her previous standing in the normal initiative order.)
Tiamat also gets a free "Dash" action during this turn, allowing her to suddenly surge into a different location before unleashing this breath weapon on her enemies. (The Dash action must be taken before using the breath attack, or it is lost. Also, she still is subject to any attacks of opportunity that would normally come from moving through spaces, though not from moving away from anyone initially. Anyone she starts next to is treated as if she has also taken the Disengage action, only those whom she moves into then out of range of may gain an opportunity attack.)
Tiamat often uses this ability to swiftly disengage from close range with the enemy's main line fighters, in order to interrupt a healer's action, thereby ensuring invaders to her lair die rather than succeed in their attempt to steal from her or slay her. She does this either by killing the intended target of the heal, or killing the healer themselves before they can get their action off. Furthermore, the DM does not need to declare this usage ahead of time in order to maintain the "surprise" of her interrupting an action this turn.
Awwww! This thing should have been in the forum and I should have known about it before publishing my first homebrew race that is not a joke! Can I paste my homebrew race anyway here? No one notices it because it is deep within the things that start with the letters "Wo" (And there are an ETaDSWaFiaPataGOA lot of those, people like wolves), so there are no comments, and I can always create a new version of it after getting feedback here. So, can I paste it?
About that lore-friendly Tiamat you posted, first I want you to know that I have not read much lore of the Forgotten Realms or anything, so take my suggestions with limited liability. The lore things you've written are really cool, but about the monster itself -- is it supposed to be that hard to get rid of? I mean, yeah, it is a literal god, but if a Dungeon Master puts it in front of anybody, there is no chance they survive unless they have got another god by their side, in which case, they barely do anything. If its goal is to be that strong, that is OK, but then, why use it in the first place with stats and all?
I suggest a way of action that will make it more pleasant -- for the Dungeon Master, the adventurers, the person who has to put it in the adventure. As you can probably see for yourself, this monster is heavily complicated. I do not have the attention span to read all of this (Though that might be because of my addictions), and there is a lot of lair information and actions, things that need a long description, and things that will probably never be used in a single campaign. If you make things like Chromatic Wrath, Chromatic Flames, and the lair actions shorter and simpler, that would be great. The lair actions should not be THAT long, so maybe take out paragraphs that use things mentioned in the stats "scroll" and decide: Greatwyrms or Abishais (By the way, why the hell are they called Abishais? Abishai is a person name!)? I do not think you need the two of them. By doing all of that, the monster will naturally become less difficult as you make it simpler. Also, maybe reduce a few numbers here and there, for example the bonuses in the saving throws. Try to do that, and then playtest it (or do what I would do, and ask someone who actually has friends to playtest it [I do not imply in this that I can playtest it because I have friends, if so I would be implying a lie]). If the party gets beaten up too quickly, try to adjust some numbers here and there. I also suggest comparing it to me (look at the profile picture), another Challenge 30 monster, and that way you could know how strong your "lore-friendly" Tiamat is.
And this paragraph is just a reminder to read the part about "I have not read much lore".
Anyways, can I post my homebrew race even though I already published it? I promise I made the only comment before disabling the comments, and at least 90% of the views are from myself.
Wondrous Item, legendary (requires attunement by a Paladin of Bahamut/Paladine)
+2 to Armor Class and all Saving Throws.
You have resistance to all types of damage.
When an adjacent ally is dealt damage, you may use your reaction to cover them in the cloak and give them resistance to all types of damage until they move away or you start your next turn.
Additionally, once per day you may call upon the powers of Mount Celestia for up to one minute. At the start of each of your turns, you may choose from the following effects to occur immediately. You may not choose the same effect twice in a row.
Radiant Mountain: All creatures of your choice that can see you within 100 feet must make a DC 18 Constitution Saving Throw or suffer 4d8 radiant damage. All creatures damaged by this ability are blinded until the end of their next turn. All allies within 100 feet additionally regain the maximum amount of hit points when targeted by healing until the start of your next turn.
Freezing Winds of the North: All creatures of your choice within 100 feet must suffer 4d8 cold damage and must make a DC 18 Strength Saving Throw or be knocked prone.
Platinum King's Denial: All creatures of your choice within 100 feet that attempt to Cast a Spell before the start of your next turn must make a DC 18 Wisdom Saving Throw or the spell fails.
This item is an homage to the Nightside series by Simon R. Green, but it would do wonders in a Call of Cthulhu game or anything dealing with the Far Realm or other similar threats:
The Speaking Gun is not a conventional firearm but a grotesque, organic weapon. Its appearance is described as a twisted combination of flesh, bone, and metal, with a barrel that pulsates as though alive. Instead of firing bullets, it unleashes the power of words spoken in ancient, forgotten languages—words of unmaking that destroy the very essence of their target.
The gun "speaks" these words with a sentience of its own, drawing upon the darkest corners of reality to achieve its ends. The sound it produces is said to be unbearable, resonating with cosmic finality.
The Speaking Gun is a sentient creature that longs for the destruction of everything. It breathes its will into the mind of any who might be brave or foolish enough to wield it, poisoning them and attempting to subvert their will in order to carry out its dream. The Speaking Gun hates existence, and everything in it. It knows the true names of everything, and longs to speak them, but resents the fact that it cannot do so without someone to pull its trigger.
Attuning to this weapon requires the user to succeed on a DC 16 Charisma save, or be taken over and controlled by the weapon. Any creature taken over in this way may be saved only by a Remove Curse spell or similar effect. While attuned to this weapon you gain expertise and advantage on all intimidation checks made if you use this weapon in that intimidation attempt.
Damage dealt by this weapon cannot be healed by any method other than a Long Rest. All Saves rolled by creatures or objects targeted by this weapon's spells or effects are rolled with Disadvantage. Due to the Truespeak effect being utilized, this negates any other effect that would negate disadvantage. Similarly, all necrotic damage dealt by this weapon bypasses resistance, and immunity is instead treated as resistance for creatures. Objects take full damage regardless of their nature.
Spellcasting. This weapon has 10 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), Dominate Person (5 charges), or Power Word Kill (9 charges).
Whenever a user attempts to use this weapon, whether to use an ability or even for a normal attack, the weapon tries to force them to use its ultimate power, and the user must succeed on a DC 16 Charisma save to use a lesser power or normal shot. If the weapon has less than the required 9 charges, it attempts to resist any other charges being used so that it may fully recharge, (in order to once again use Power Word Kill) and the user must succeed on a DC 16 Charisma save to even use the weapons other abilities at all. If the wielder is attuned to the weapon, and they make an attack on a target while the weapon is fully charged, the weapon attempts to force the user to use The Speaking Gun instead of their normal attack. These effects can only be avoided if the user has come to an agreement with the weapon, perhaps agreeing to be used on a specific target, rather than a random one for the coming battle. (This is only possible for one who shares the nature of The Speaking Gun, - Chaotic Evil - and/or actively – willingly - uses its power frequently enough to be on good terms with it.)
The weapon regains 2d4 expended charges daily at dawn.
Awwww! This thing should have been in the forum and I should have known about it before publishing my first homebrew race that is not a joke! Can I paste my homebrew race anyway here? No one notices it because it is deep within the things that start with the letters "Wo" (And there are an ETaDSWaFiaPataGOA lot of those, people like wolves), so there are no comments, and I can always create a new version of it after getting feedback here. So, can I paste it?
About that lore-friendly Tiamat you posted, first I want you to know that I have not read much lore of the Forgotten Realms or anything, so take my suggestions with limited liability. The lore things you've written are really cool, but about the monster itself -- is it supposed to be that hard to get rid of? I mean, yeah, it is a literal god, but if a Dungeon Master puts it in front of anybody, there is no chance they survive unless they have got another god by their side, in which case, they barely do anything. If its goal is to be that strong, that is OK, but then, why use it in the first place with stats and all?
I suggest a way of action that will make it more pleasant -- for the Dungeon Master, the adventurers, the person who has to put it in the adventure. As you can probably see for yourself, this monster is heavily complicated. I do not have the attention span to read all of this (Though that might be because of my addictions), and there is a lot of lair information and actions, things that need a long description, and things that will probably never be used in a single campaign. If you make things like Chromatic Wrath, Chromatic Flames, and the lair actions shorter and simpler, that would be great. The lair actions should not be THAT long, so maybe take out paragraphs that use things mentioned in the stats "scroll" and decide: Greatwyrms or Abishais (By the way, why the hell are they called Abishais? Abishai is a person name!)? I do not think you need the two of them. By doing all of that, the monster will naturally become less difficult as you make it simpler. Also, maybe reduce a few numbers here and there, for example the bonuses in the saving throws. Try to do that, and then playtest it (or do what I would do, and ask someone who actually has friends to playtest it [I do not imply in this that I can playtest it because I have friends, if so I would be implying a lie]). If the party gets beaten up too quickly, try to adjust some numbers here and there. I also suggest comparing it to me (look at the profile picture), another Challenge 30 monster, and that way you could know how strong your "lore-friendly" Tiamat is.
And this paragraph is just a reminder to read the part about "I have not read much lore".
Anyways, can I post my homebrew race even though I already published it? I promise I made the only comment before disabling the comments, and at least 90% of the views are from myself.
So, your homebrew race needs to either be published to link it to others, or you have to copy and paste everything from the page to here so we can see it.
As for your comments and criticisms....
1. Yeah, Tiamat here is meant to be this OP. That's because this is not meant to be a lesser Aspect of her, but instead her True form. Slaying it - assuming one does so in the Nine Hells or wherever she makes her lair at the time in your game - would literally kill her permanently. Such a feat, IMHO, should be damn near impossible, if only to explain why it hasn't happened already. Such a victory would be rewarded by many gods, not just Bahamut, and would have world changing effects for any homebrew world where it happened.
2. Also, if you're fighting Tiamat and you aren't a party specifically tuned for that, you've done something really, really wrong in life, lol. To go against her true self and not just an avatar, I'm expecting the party to have a demi-god or some divine level equipment to help them bridge the gap.
3. I technically should have added one more ability, but it'd have made her literally unbeatable - Tiamat can show up with any five heads, not just the five we're used to. It's little known lore, but she can manifest any head of any of the Evil dragons, not just the main Chromatics. So... she could literally show up with a purple head, or a yellow or other rare dragon type, so long as it was an Evil dragon. Yeah, that means even non-chromatic dragons, like a Stygian or an Dracolich - one of her forms has five undead heads, see her profile on the Forgotten Realms wiki. She's the Queen of Evil Dragons after all, not the Queen of Chromatic dragons.
...The Undying Queen was a dracolich version of The Chromatic Dragon
I could swear there was once a version of the Undying Queen here to link to... but I can't seem to find it now.
Hello hello. I wanted feedback on a subclass I made for the pugilist from the gmbinder. Me and my DnD group have our own “book” for all new and revised content made from others and ourselves and I was hoping for some outside opinions on my subclass, for its grammar and set up and to see if fits balance and functional. Brutal honesty if you please and thank you
Pugilist: The Sinner’s Ring
Pugilists of the Sinner’s Ring, brawlers who have endured physical and spiritual pain to forge unrelenting willpower and control of a devilish nature. They walked through hell and back training in the profane, subjugating themselves to dark rituals to augment their martial prowess with the infernal touch of fallen angels, demons, & damned souls alike.
Twisted belief: 3rd level Sinner’s Ring.
When choosing this fight club at 3rd level you learn to read, speak, and write infernal or one other language of your choice if you already know infernal. Additionally, you gain proficiency in Religion.
The Fallen’s Touch: 3rd level of sinner’s Ring
As the pugilist reaches 3rd level the influence of the hell’s begins to surface,
A black stigmata sears into the hands as black magic pours out. On a successful melee attack the pugilist can spend a moxie points to deal an unholy smite dealing 1d8 of necrotic damage. The damage can increase by 1d8 per moxie point spent maxing at 5 moxie point per turn. At the start of 6th level the infernal smite’s infects the struck target with negative energy weakening their resolve. A target struck must make a charisma save, on failure their next attacks damage is reduced by the pugilist level. On success they resist the negative energy(dc= 8+ proficiency+ charisma mod)
Black Haze: 6th level of Sinner’s Ring
At 6th level the pugilist can emit a noxious cloud of black mist, this cloud makes those who come in contact with it experience their worst moments and fears on loop in vivid detail. As a bonus action the pugilist can exude a cloud of miasma in a 15ft cone and force enemies to make a charisma save. On failure the target has disadvantage on saving throws for 1 min. On success the target is immune to this ability for 24 hours.(8+ proficiency+ cha score)
Sinners Indulgence: 11th level of Sinner’s Ring
Starting at 11th level the self inflicted rituals scars on your soul seem to reshape your appearance to be more infernal as time passes. when you use a moxie point to use brace up you can spend an additional 2 points and add up to half of your hit die rounded down additionally to the roll for temporary hit points. So long as the temporary hit points last you have advantage on charisma intimidation, deception, and persuasion checks. The temporary hit point don’t go away until expended, even after a long rest. If the ability is used before the previous hit point are all gone the new roll replaces the former temp hit points.
Infernal Rend:
At 17th levelthe pugilist can pull at the dark desire and evil in his foe’s tearing their souls apart. As an action and spending half of your moxie points rounding up, you choose a number of targets equal to proficiency mod that you can see. At the start of their turn they are dealt necrotic damage equal to two rolls of your pugilist die plus charisma mod until you no longer have any moxie points remaining. At the end of your following turns after this ability is used you lose 1 moxie point till you have none left. Any damage dealt by this ability cannot be healed magically or otherwise until a long rest is taken.
I am new to DnD, and pretty much just want to actually use my dormant creativity, but I don't know anything about how a DnD homebrew should look, how to use the interface, or how to post my homebrews on anywhere besides Browse & Create. I want to start, but don't know how or where, or where to ask. I've already made a few homebrews, but I'm regretting most of them.
Oftentimes i find that the current tools don't fit my needs when making homebrew. You could use a google doc to draft out all of your homebrew like I did with my doc (I have a link in my extended sig). but the best place to test out and receive feedback is while running a campaign. If you just want to make homebrew for others then drafting onto a doc and sharing it still works well.
Rollback Post to RevisionRollBack
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
With their bodies and appearance of humanoid raccoons these are some of the oldest races throughout the multiverse however are extremely rare until rural booms in many worlds. Due to their rarity there are many different appearances that they can take on ranging from short and stout to long and lanky with about every color fur comes in.
Woodland Runts:
Among many worlds where urbanization has not taken hold yet, mikats hunt in the woods in small groups and typically live for up to 40 years in the wild without the benefits of society. In these worlds they are more akin to kobolds than humans.
Urban Menaces:
In cities mikats proliferate rapidly, having up to 6 children during one pregnancy. And scavenge for whatever they need, often taking jobs that pay poorly just for taking things that the job gets them closer too. That lead to trust issues with other races being very common, even with humans. They are often found holed up in the ghettos or rooftops of large cities with self made shelters. Under these marginally better conditions mikats can live up to 130 years.
Criminal Inclinations:
Due to their unique circumstances they are often scouted out as thieves and spies for criminal gangs. Having renowned criminals among every species made a larger culture between them influencing their music, art, stories, games, and even adventures.
Mikat traits:
Creature type: Humanoid
Size: Medium (7-4 foot tall) or small (3-1 foot tall)
Speed: 30ft.
Sly Physique:
You have +2 dexterity, and +1 wisdom, intelligence, or charisma.
Naturally Stealthy:
You have a +2 to all stealth rolls and any roll to identify you from more than 5 ft away has disadvantage.
Memorable Persona:
Creatures attempting to decipher who exactly you are have a -5 as long as you have made a deception or intimidation roll within 30 ft of them within the last hour.
Rollback Post to RevisionRollBack
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Pretty cool, but wouldn't memorable persona also work against you if you failed a deception/intimidation roll? Also, other rare races don't have that, despite being quite memorable due to their rarity.
This thread is for people to copy/paste their homebrew in, before publishing it, so that they can get feedback from others. In this way they don't have to wait for a ton of people to comment on their homebrew, only for them to realize that they didn't think of something, or made something unbalanced, leaving them with a bad version permanently published on the site, since we can't delete our published items for some reason.
It's less for "judgement" and more for "commenting". Thoughts, potential improvements, etc. Saying something is bad is also fine - just be sure to include why you think a thing is bad, and even better if you can also provide a possible idea to fix the thing.
If the thread is useful, maybe it'll get stickied or something.
I'll start things off with some Homebrew I have just made myself, and have not published yet. Comments welcome!
A more "lore friendly" Tiamat:
I've mixed and matched the best of both "Original" Tiamat, and the Aspect of Tiamat that is the new updated version of Tiamat. I have also added some of her lore abilities, like her shapeshifting that 5e decided to take away from all Chromatic dragons for some reason, (I hated that decision, took away a lot of the ways evil dragons screwed with mortals, and Gods have this ability anyway so at the very least Tiamat should be able to!) as well as her "Multi-headed five breath attack that has supposedly "never been survived in recorded history". I did have to add a limitation to it, if only to make it possible to defeat her - I'm not sure it is even with that limitation without a massively OP party custom made to face her, but still...
As for alignment, I changed her to Neutral Evil to suit her having LE, NE and CE heads, as well as to suit the fact that she was LE previously, and now is CE, so I just threw her in the middle to pay homage to the old lore as well as the new.
Thinking of publishing this, any thoughts on changes to make before I do? Any lore abilities of hers that I have missed?
Chromatic Wrath (Recharges after a Short or Long Rest). If Tiamat would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, Tiamat can now use the options in the "Mythic Actions" section for 1 hour, an dher Mythic Action "Chromatic Flames" immediately activates, so long as she is not waiting for a recharge on one or more of her breath weapons, or has used any breath attack this round. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Tiamat after her Chromatic Wrath activates.
Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word
(spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
Regeneration. Tiamat regains 30 hit points at the start of her turn.
Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
Bite. Melee Weapon Attack: +19
to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10
) piercing damage plus 23 (2d12+10
) force damage.
Claw. Melee Weapon Attack: +19
to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10
) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Tiamat can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19
to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10
) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone. If the creature is knocked prone, Tiamat can use her Bonus Action to poison the target (DC 27 Constitution saving throw) with the wyvern barb on her tail, dealing 16d6
damage on a failed save.
Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.
Change Shape. Tiamat magically transforms into any Humanoid or Beast, while retaining her game statistics (other than her size). This transformation ends if Tiamat is reduced to 0 hit points or if she uses a bonus action to end it.
Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
Attack Tiamat makes one claw or tail attack.
Furious Bite (Costs 2 Actions). Melee Weapon Attack: +19
to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10
) piercing damage plus 14 (4d6
) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become of frightened Tiamat until the end of its next turn.
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8
) acid damage on a failed save, or half as much damage on a successful one.
Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10
) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6
) poison damage on a failed save, or half as much damage on a successful one.
Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6
) fire damage on a failed save, or half as much damage on a successful one.
White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8
) cold damage on a failed save, or half as much damage on a successful one.
If Chromatic Wrath trait has activated in the last hour, she can use the first two options below as legendary actions.
Hurl Through Avernus (Costs 2 Actions). Tiamat targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10
) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of Tiamat's next turn, the creature reappears in an unoccupied space within 10 feet of Tiamat.
Chromatic Flare (Costs 3 Actions). Tiamat flares with elemental energy. Each creature of Tiamat's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12
) damage of a type chosen by Tiamat: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.
Outside of her Lair, once when Chromatic Wrath has been activated, immediately activate the Tiamat's True Chromatic Breath attack.
Chromatic Flames (Recharge 5–6). Tiamat exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw with disadvantage. On a failed save, the creature takes 355 (55d12
) damage split between each of the following types: 11d12
fire, 11d12
cold, 11d12
lightning, 11d12
acid, 11d12
poison. On a successful save, the creature takes half as much damage.
This attack is automatically activated simultaneously with Chromatic Wrath, and cannot be used in any other way, except as noted in the Lair Actions section. When activated in this way, (rather than as a lair action) the attack must include in the attack area, the whomever triggered the "killing blow" that activated Chromatic Wrath, unless they are out of range, or already dead. (Incapacitation does not count.) Anyone hit by this attack while unconscious/incapacitated (HP 0 or less, other types of incapacitation/unconsciousness are excluded!) automatically fails all death saving throws and immediately dies.
This attack is so powerful that, unlike her normal breath attacks, after use, each head has to roll for breath recharge (5-6 on a d6
) like a normal dragon, and each must do so separately. Normal Legendary Action breath attacks are unusable until the associated head has recharged.
Even beyond the normal requirements to trigger this Mythic attack, this attack has a further requirement still: It may only be triggered if all five heads are currently charged, and Tiamat may not have used any other breath attack this turn. As such, if her heads are not currently charged, Chromatic Wrath will fail to activate this attack. However, this situation is (normally) only possible in her Lair as her normal breath attacks do not cause her to require recharge. The sole exception to this is if Tiamat is fighting on the same battlefield as Bahamut. His presence bolsters her own due to their intended connection through the will of Io/Asgorath, allowing her to treat any battlefield he is on as a temporary "Lair".
Description
The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect (Aspect of Tiamat) to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.
Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path.
Lair and Lair Actions
Inside her Lair, Tiamat is much more powerful than anywhere else and can utilize her true might, as well as summon various allies to assist her in slaying trespassers of any kind.
On the start of the first turn, Tiamat gains an immediate Lair Action at the beginning of the initiative order. She unleashes a great roar, causing 10d12 sonic damage, as well as alerting her five consorts to the threat, which will summon them to her side in 1d4 (rolled separately for each) turns. (Red Greatwyrm, Black Greatwyrm, Blue Greatwyrm, Green Greatwyrm, White Greatwyrm.) The only exception to this is if the party has somehow avoided Tiamat noticing their presence, successfully sneak attacking her, in which case this Lair Action automatically fires as a Reaction as soon as the party takes any noticeable action. This reaction cannot be stopped in any way, however as the roar is not magical, any effect that would effect sound can cause the roar to fail to summon her allies and/or cause damage to the party. Even if this is achieved however, her consorts will eventually notice the sounds of battle and realize something is amiss. In this instance, roll 1d8 for each consort, rather than 1d4 to determine how soon they arrive.
Here, (when her Lair is in the Nine Hells) Tiamat can summon Abishai of all types as a Lair action once every ten rounds. When utilized, she summons 2d4 Abishai of random coloration, and loses the use of any other actions that turn. (Red Abishai, Black Abishai, Blue Abishai, Green Abishai, White Abishai.) If her Lair is no longer in the Nine Hells, she can still perform this action, however it is limited in use as she cannot create more Abishai while not in the Nine Hells. (Roll 1d6 to determine how many uses Tiamat has remaining to her.) If she is either still lairing in the Nine hells, or even maintaining one of her avatars there, she can use this ability an unlimited number of times.
Tiamat can also use her Chromatic Flames breath attack once as a Lair Action even before Chromatic Wrath has been activated. Furthermore, once Chromatic Wrath has been activated, she can then use this as a regular Lair Action that can be used at the top of any initiative order, except one in which she has used this attack in the previous round. (Eg: Not two turns in a row, even if all of her breath attacks have successfully recharged.) She will often use this attack initially upon getting close to 75% of her hit points, in order to ensure that she has time to recharge her breath weapons before Chromatic Wrath activates, so as not to lose the free usage of this attack should an opponent be able to last long enough to slay her once, causing that ability to activate.
When used as a Lair Action instead of as a normal reaction from Chromatic Wrath being activated, Tiamat sacrifices her normal turn that round, in order to use this action. She also cannot use any other Lair Actions on that turn. In exchange for this sacrifice, (for this turn only) she can freely choose where in the initiative order her turn comes, allowing her to effectively interrupt party actions at any point in that turn. (She does not maintain that position in the initiative order going forward, rather upon the start of the next turn she returns to her previous standing in the normal initiative order.)
Tiamat also gets a free "Dash" action during this turn, allowing her to suddenly surge into a different location before unleashing this breath weapon on her enemies. (The Dash action must be taken before using the breath attack, or it is lost. Also, she still is subject to any attacks of opportunity that would normally come from moving through spaces, though not from moving away from anyone initially. Anyone she starts next to is treated as if she has also taken the Disengage action, only those whom she moves into then out of range of may gain an opportunity attack.)
Tiamat often uses this ability to swiftly disengage from close range with the enemy's main line fighters, in order to interrupt a healer's action, thereby ensuring invaders to her lair die rather than succeed in their attempt to steal from her or slay her. She does this either by killing the intended target of the heal, or killing the healer themselves before they can get their action off. Furthermore, the DM does not need to declare this usage ahead of time in order to maintain the "surprise" of her interrupting an action this turn.
Awwww! This thing should have been in the forum and I should have known about it before publishing my first homebrew race that is not a joke! Can I paste my homebrew race anyway here? No one notices it because it is deep within the things that start with the letters "Wo" (And there are an ETaDSWaFiaPataGOA lot of those, people like wolves), so there are no comments, and I can always create a new version of it after getting feedback here. So, can I paste it?
About that lore-friendly Tiamat you posted, first I want you to know that I have not read much lore of the Forgotten Realms or anything, so take my suggestions with limited liability. The lore things you've written are really cool, but about the monster itself -- is it supposed to be that hard to get rid of? I mean, yeah, it is a literal god, but if a Dungeon Master puts it in front of anybody, there is no chance they survive unless they have got another god by their side, in which case, they barely do anything. If its goal is to be that strong, that is OK, but then, why use it in the first place with stats and all?
I suggest a way of action that will make it more pleasant -- for the Dungeon Master, the adventurers, the person who has to put it in the adventure. As you can probably see for yourself, this monster is heavily complicated. I do not have the attention span to read all of this (Though that might be because of my addictions), and there is a lot of lair information and actions, things that need a long description, and things that will probably never be used in a single campaign. If you make things like Chromatic Wrath, Chromatic Flames, and the lair actions shorter and simpler, that would be great. The lair actions should not be THAT long, so maybe take out paragraphs that use things mentioned in the stats "scroll" and decide: Greatwyrms or Abishais (By the way, why the hell are they called Abishais? Abishai is a person name!)? I do not think you need the two of them. By doing all of that, the monster will naturally become less difficult as you make it simpler. Also, maybe reduce a few numbers here and there, for example the bonuses in the saving throws. Try to do that, and then playtest it (or do what I would do, and ask someone who actually has friends to playtest it [I do not imply in this that I can playtest it because I have friends, if so I would be implying a lie]). If the party gets beaten up too quickly, try to adjust some numbers here and there. I also suggest comparing it to me (look at the profile picture), another Challenge 30 monster, and that way you could know how strong your "lore-friendly" Tiamat is.
And this paragraph is just a reminder to read the part about "I have not read much lore".
Anyways, can I post my homebrew race even though I already published it? I promise I made the only comment before disabling the comments, and at least 90% of the views are from myself.
I am talking about this homebrew race.
By the way I'm a titan so please don't annoy me.
A unique/legendary cloak for Paladins of Bahamut/Paladine, the Cloak of the Platinum Knight:

Wondrous Item, legendary (requires attunement by a Paladin of Bahamut/Paladine)
Additionally, once per day you may call upon the powers of Mount Celestia for up to one minute. At the start of each of your turns, you may choose from the following effects to occur immediately. You may not choose the same effect twice in a row.
Very nice cloak, I see nothing wrong with it!
Here's my reworked Samurai: file:///home/chronos/u-f7b529735b8a75c3ab23b9883695a7096cf91ab0/MyFiles/Downloads/Samurai.pdf
Please don't be rude or aggressive. Thx!
Hey! I make (what I believe to be, could use some feedback) good homebrew!
Click here!
Please tell me what you think!
This item is an homage to the Nightside series by Simon R. Green, but it would do wonders in a Call of Cthulhu game or anything dealing with the Far Realm or other similar threats:
The Speaking Gun
Weapon (magitech revolver), artifact (requires attunement)
The Speaking Gun is not a conventional firearm but a grotesque, organic weapon. Its appearance is described as a twisted combination of flesh, bone, and metal, with a barrel that pulsates as though alive. Instead of firing bullets, it unleashes the power of words spoken in ancient, forgotten languages—words of unmaking that destroy the very essence of their target.
The gun "speaks" these words with a sentience of its own, drawing upon the darkest corners of reality to achieve its ends. The sound it produces is said to be unbearable, resonating with cosmic finality.
The Speaking Gun is a sentient creature that longs for the destruction of everything. It breathes its will into the mind of any who might be brave or foolish enough to wield it, poisoning them and attempting to subvert their will in order to carry out its dream. The Speaking Gun hates existence, and everything in it. It knows the true names of everything, and longs to speak them, but resents the fact that it cannot do so without someone to pull its trigger.
Attuning to this weapon requires the user to succeed on a DC 16 Charisma save, or be taken over and controlled by the weapon. Any creature taken over in this way may be saved only by a Remove Curse spell or similar effect. While attuned to this weapon you gain expertise and advantage on all intimidation checks made if you use this weapon in that intimidation attempt.
Damage dealt by this weapon cannot be healed by any method other than a Long Rest. All Saves rolled by creatures or objects targeted by this weapon's spells or effects are rolled with Disadvantage. Due to the Truespeak effect being utilized, this negates any other effect that would negate disadvantage. Similarly, all necrotic damage dealt by this weapon bypasses resistance, and immunity is instead treated as resistance for creatures. Objects take full damage regardless of their nature.
Spellcasting. This weapon has 10 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), Dominate Person (5 charges), or Power Word Kill (9 charges).
Whenever a user attempts to use this weapon, whether to use an ability or even for a normal attack, the weapon tries to force them to use its ultimate power, and the user must succeed on a DC 16 Charisma save to use a lesser power or normal shot. If the weapon has less than the required 9 charges, it attempts to resist any other charges being used so that it may fully recharge, (in order to once again use Power Word Kill) and the user must succeed on a DC 16 Charisma save to even use the weapons other abilities at all. If the wielder is attuned to the weapon, and they make an attack on a target while the weapon is fully charged, the weapon attempts to force the user to use The Speaking Gun instead of their normal attack. These effects can only be avoided if the user has come to an agreement with the weapon, perhaps agreeing to be used on a specific target, rather than a random one for the coming battle. (This is only possible for one who shares the nature of The Speaking Gun, - Chaotic Evil - and/or actively – willingly - uses its power frequently enough to be on good terms with it.)
The weapon regains 2d4 expended charges daily at dawn.
My guy... you can't link us to files on your computer? You need to link us to your class built on here or something.
Somehow missed this reply!
So, your homebrew race needs to either be published to link it to others, or you have to copy and paste everything from the page to here so we can see it.
As for your comments and criticisms....
1. Yeah, Tiamat here is meant to be this OP. That's because this is not meant to be a lesser Aspect of her, but instead her True form. Slaying it - assuming one does so in the Nine Hells or wherever she makes her lair at the time in your game - would literally kill her permanently. Such a feat, IMHO, should be damn near impossible, if only to explain why it hasn't happened already. Such a victory would be rewarded by many gods, not just Bahamut, and would have world changing effects for any homebrew world where it happened.
2. Also, if you're fighting Tiamat and you aren't a party specifically tuned for that, you've done something really, really wrong in life, lol. To go against her true self and not just an avatar, I'm expecting the party to have a demi-god or some divine level equipment to help them bridge the gap.
3. I technically should have added one more ability, but it'd have made her literally unbeatable - Tiamat can show up with any five heads, not just the five we're used to. It's little known lore, but she can manifest any head of any of the Evil dragons, not just the main Chromatics. So... she could literally show up with a purple head, or a yellow or other rare dragon type, so long as it was an Evil dragon. Yeah, that means even non-chromatic dragons, like a Stygian or an Dracolich - one of her forms has five undead heads, see her profile on the Forgotten Realms wiki. She's the Queen of Evil Dragons after all, not the Queen of Chromatic dragons.
I could swear there was once a version of the Undying Queen here to link to... but I can't seem to find it now.
Hello hello. I wanted feedback on a subclass I made for the pugilist from the gmbinder. Me and my DnD group have our own “book” for all new and revised content made from others and ourselves and I was hoping for some outside opinions on my subclass, for its grammar and set up and to see if fits balance and functional. Brutal honesty if you please and thank you
Pugilist: The Sinner’s Ring
Pugilists of the Sinner’s Ring, brawlers who have endured physical and spiritual pain to forge unrelenting willpower and control of a devilish nature. They walked through hell and back training in the profane, subjugating themselves to dark rituals to augment their martial prowess with the infernal touch of fallen angels, demons, & damned souls alike.
Twisted belief: 3rd level Sinner’s Ring.
When choosing this fight club at 3rd level you learn to read, speak, and write infernal or one other language of your choice if you already know infernal. Additionally, you gain proficiency in Religion.
The Fallen’s Touch: 3rd level of sinner’s Ring
As the pugilist reaches 3rd level the influence of the hell’s begins to surface,
A black stigmata sears into the hands as black magic pours out. On a successful melee attack the pugilist can spend a moxie points to deal an unholy smite dealing 1d8 of necrotic damage. The damage can increase by 1d8 per moxie point spent maxing at 5 moxie point per turn. At the start of 6th level the infernal smite’s infects the struck target with negative energy weakening their resolve. A target struck must make a charisma save, on failure their next attacks damage is reduced by the pugilist level. On success they resist the negative energy(dc= 8+ proficiency+ charisma mod)
Black Haze: 6th level of Sinner’s Ring
At 6th level the pugilist can emit a noxious cloud of black mist, this cloud makes those who come in contact with it experience their worst moments and fears on loop in vivid detail. As a bonus action the pugilist can exude a cloud of miasma in a 15ft cone and force enemies to make a charisma save. On failure the target has disadvantage on saving throws for 1 min. On success the target is immune to this ability for 24 hours.(8+ proficiency+ cha score)
Sinners Indulgence: 11th level of Sinner’s Ring
Starting at 11th level the self inflicted rituals scars on your soul seem to reshape your appearance to be more infernal as time passes. when you use a moxie point to use brace up you can spend an additional 2 points and add up to half of your hit die rounded down additionally to the roll for temporary hit points. So long as the temporary hit points last you have advantage on charisma intimidation, deception, and persuasion checks. The temporary hit point don’t go away until expended, even after a long rest. If the ability is used before the previous hit point are all gone the new roll replaces the former temp hit points.
Infernal Rend:
At 17th level the pugilist can pull at the dark desire and evil in his foe’s tearing their souls apart. As an action and spending half of your moxie points rounding up, you choose a number of targets equal to proficiency mod that you can see. At the start of their turn they are dealt necrotic damage equal to two rolls of your pugilist die plus charisma mod until you no longer have any moxie points remaining. At the end of your following turns after this ability is used you lose 1 moxie point till you have none left. Any damage dealt by this ability cannot be healed magically or otherwise until a long rest is taken.
I am new to DnD, and pretty much just want to actually use my dormant creativity, but I don't know anything about how a DnD homebrew should look, how to use the interface, or how to post my homebrews on anywhere besides Browse & Create. I want to start, but don't know how or where, or where to ask. I've already made a few homebrews, but I'm regretting most of them.
Oftentimes i find that the current tools don't fit my needs when making homebrew. You could use a google doc to draft out all of your homebrew like I did with my doc (I have a link in my extended sig). but the best place to test out and receive feedback is while running a campaign. If you just want to make homebrew for others then drafting onto a doc and sharing it still works well.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Also what do you think of this race I made.
Mikat:
(mee-khat)
With their bodies and appearance of humanoid raccoons these are some of the oldest races throughout the multiverse however are extremely rare until rural booms in many worlds. Due to their rarity there are many different appearances that they can take on ranging from short and stout to long and lanky with about every color fur comes in.
Woodland Runts:
Among many worlds where urbanization has not taken hold yet, mikats hunt in the woods in small groups and typically live for up to 40 years in the wild without the benefits of society. In these worlds they are more akin to kobolds than humans.
Urban Menaces:
In cities mikats proliferate rapidly, having up to 6 children during one pregnancy. And scavenge for whatever they need, often taking jobs that pay poorly just for taking things that the job gets them closer too. That lead to trust issues with other races being very common, even with humans. They are often found holed up in the ghettos or rooftops of large cities with self made shelters. Under these marginally better conditions mikats can live up to 130 years.
Criminal Inclinations:
Due to their unique circumstances they are often scouted out as thieves and spies for criminal gangs. Having renowned criminals among every species made a larger culture between them influencing their music, art, stories, games, and even adventures.
Mikat traits:
Creature type: Humanoid
Size: Medium (7-4 foot tall) or small (3-1 foot tall)
Speed: 30ft.
Sly Physique:
You have +2 dexterity, and +1 wisdom, intelligence, or charisma.
Naturally Stealthy:
You have a +2 to all stealth rolls and any roll to identify you from more than 5 ft away has disadvantage.
Memorable Persona:
Creatures attempting to decipher who exactly you are have a -5 as long as you have made a deception or intimidation roll within 30 ft of them within the last hour.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig
Pretty cool, but wouldn't memorable persona also work against you if you failed a deception/intimidation roll? Also, other rare races don't have that, despite being quite memorable due to their rarity.
The main idea is that the character is using a persona so when you interact with them again its a completely different person.
Just a goober doing my own work when I want to. I like the idea of not just high fantasy dnd.
You can reach me over discord as well, Handle is royalsupsi as well
I am open to work on joint homebrew projects, just DM me.
All my projects so far are in the extended signiture
Extended Sig