This small, unremarkable button appears to be made of simple wood or bone. It blends in perfectly with the most common garments and is easily overlooked.
Properties:
Mend. Once per day, the button can be used to cast the mending cantrip. Emergency Fastener. The button can magically attach itself to any piece of clothing or gear, providing an immediate and secure fastening. This can be used to quickly seal a cloak against the cold, attach a makeshift bandage, or secure a rope. This effect lasts for 1 hour. Unseen Aid. When the button is sewn onto a garment, it grants the wearer advantage on Dexterity (Stealth) checks, as it subtly dampens sound and blends the wearer into their surroundings. Hidden Resilience. The button can be used to provide a burst of resilience. As a reaction, the wearer can activate the button to gain temporary hit points equal to 1d4 + their Constitution modifier. This can be done once per long rest. Artisan's Legacy. The button grants proficiency in one artisan's tool of the wielder's choice while they are attuned to it. If the wielder is already proficient, they gain expertise with that tool, doubling their proficiency bonus.
Lore: Legend speaks of a tailor who lived in a bustling city, known for his skill in crafting the finest garments. When a great threat loomed over the city, he used his humble button to mend the armor of the city's defenders, secure their gear, and provide them with unseen aid. The button has since been passed down, a symbol of the power of the overlooked and the seemingly insignificant.
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Your friendly neighborhood Halruaan Abjurer, at your service.
With a simple gesture and a quiet incantation, you conjure a small, mundane object that provides comfort or utility in everyday situations. Choose one of the following effects:
Warmth. You conjure a small, magical flame that floats in the air, providing warmth to a 10-foot radius. The flame does not burn or cause damage but can be used to heat food or provide comfort in cold environments. Cleanliness. You conjure a small, magical brush or cloth that cleans and polishes an object or surface up to 5 feet in size, removing dirt, grime, and stains. Food and Drink. You conjure a simple meal and a drink, enough to sustain one person for one day. The food is nourishing but plain, like bread and water. Shelter. You conjure a small, magical tent or canopy that provides shelter from the elements for up to 2 people. The shelter is sturdy but simple, protecting from rain, wind, and sun. Tool. You conjure a basic tool (such as a hammer, screwdriver, or sewing needle) that lasts for the duration of the spell. The tool is functional but not extraordinary, perfect for minor repairs or tasks.
This spell does not create valuable materials or complex items. At the end of the duration, the conjured object disappears.
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Your friendly neighborhood Halruaan Abjurer, at your service.
The wording on the last part about bonuses seems clunky, so any feedback would be welcome -- the idea is that anyone in the aura would not benefit from something like bless unless the caster of bless was in the aura with you
The idea of the spell is to create a "fair fight" within the aura
I like the idea, but one thing I'd suggest is to have it cancel out all sources of Advantage / Disadvantage for creatures within the aura, and have it suppress and spell or magical effect that originates from a creature's ally that is outside of the aura. Dealing with magic items will be clunky & hard to adjudicate - e.g. does a Belt of Giant Strength get negated?
Perhaps something like:
All creatures within the aura have any damage resistances, immunities or vulnerabilities negated for the duration of the spell. Creatures within the aura do not roll any attacks, saves or skill checks with either advantage nor disadvantage. While a creature is within the aura it does not benefit from any spell or magical effect that originate from an allied/friendly creature that is outside of the aura.
Advantage/disadvantage is a good point. It can't just be effects from allied creatures though -- the intention is to wipe anything that tips the scales one way or the other, so debuffs like bane shouldn't work either. The question is just where to draw the line
And yes, I am worried about the bookkeeping involved in having magic items not give their bonuses
If it wipes out all buffs / debuffs then it is extremely powerful because IME player characters are more often debuffed than enemies, so 1 spell cures you and your allies of paralysis, fear, stun (if fighting mind flayers), charm, grapple/restrained (e.g. if fighting a Gelatinous Cube or mimic), etc.. etc.. over a full minute
Hi all! This is my first post ever (and my first homebrew ever), but I saw the categories and felt inspired. I would love feedback on the balance of these. (Yes, I know the feat may be a little overpowered, but I love it so much. I'm considering getting rid of the Ability Score increase.)
DM Options: Might of the Meek
Brick of Leh-goh Wondrous Item, Uncommon
This stupid goddamn frustrating piece of crap; you always step on it when you least expect it. How did it get there? I swear it was just over there!
While this infernal toy brick lies on the floor, any creature that enters its space must succeed on a DC 20 Dexterity saving throw or take 1 piercing damage, have the Prone condition, and be slid 5 feet in a random direction. If the creature would be moved into the same space as another creature, that creature must also succeed on a DC 20 Dexterity saving throw or have the Prone condition. Once per round, when a creature moves 5 feet or more, the brick teleports into the space the creature enters, unless the brick is being actively watched or held. On its turn, a creature can choose to actively watch the brick until the start of its next turn. While watching the brick, the creature has disadvantage on any Wisdom (Perception) checks made to see anything other than the brick.
Variant: The Peel of Anaban
This infernal fruit skin acts as a Brick of Leh-goh, however it slides the creature 10 feet and deals no piercing damage on a failed Dexterity save.
Player Options: Painfully Average
Real Piece of Work 1st Level Feat Prerequisite: None Repeatable: No
You’re not always right, but you don’t know that.
Ability Score Increase: Increase your Charisma score by 1, to a maximum of 20.
Well, Actually: When an allied creature within 5 feet of you fails an ability check, you can use your reaction to obnoxiously correct them. When you do so, you can repeat the ability check with advantage. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Overconfidence: You have advantage on saving throws made to avoid the Frightened condition against creatures with a challenge rating greater than your character level.
It Was Just a Joke:When you fail a Charisma check to persuade, deceive, or intimidate a creature, you can use your reaction to pass it off as a lousy joke. When you do so, the creature becomes indifferent to you if they would otherwise become hostile. Once you use this feature, you can't use it again until you finish a Long Rest.
Hi all! This is my first post ever (and my first homebrew ever), but I saw the categories and felt inspired. I would love feedback on the balance of these. (Yes, I know the feat may be a little overpowered, but I love it so much. I'm considering getting rid of the Ability Score increase.)
DM Options: Might of the Meek
Brick of Leh-goh Wondrous Item, Uncommon
This stupid goddamn frustrating piece of crap; you always step on it when you least expect it. How did it get there? I swear it was just over there!
While this infernal toy brick lies on the floor, any creature that enters its space must succeed on a DC 20 Dexterity saving throw or take 1 piercing damage, have the Prone condition, and be slid 5 feet in a random direction. If the creature would be moved into the same space as another creature, that creature must also succeed on a DC 20 Dexterity saving throw or have the Prone condition. Once per round, when a creature moves 5 feet or more, the brick teleports into the space the creature enters, unless the brick is being actively watched or held. On its turn, a creature can choose to actively watch the brick until the start of its next turn. While watching the brick, the creature has disadvantage on any Wisdom (Perception) checks made to see anything other than the brick.
Variant: The Peel of Anaban
This infernal fruit skin acts as a Brick of Leh-goh, however it slides the creature 10 feet and deals no piercing damage on a failed Dexterity save.
Player Options: Painfully Average
Real Piece of Work 1st Level Feat Prerequisite: None Repeatable: No
You’re not always right, but you don’t know that.
Ability Score Increase: Increase your Charisma score by 1, to a maximum of 20.
Well, Actually: When an allied creature within 5 feet of you fails an ability check, you can use your reaction to obnoxiously correct them. When you do so, you can repeat the ability check with advantage. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Overconfidence: You have advantage on saving throws made to avoid the Frightened condition against creatures with a challenge rating greater than your character level.
It Was Just a Joke:When you fail a Charisma check to persuade, deceive, or intimidate a creature, you can use your reaction to pass it off as a lousy joke. When you do so, the creature becomes indifferent to you if they would otherwise become hostile. Once you use this feature, you can't use it again until you finish a Long Rest.
Love these!
I think the brick’s save DC is too high for an uncommon item, and you need to clarify whether the teleport cooldown is per creature or in general. Otherwise a hilarious item.
Real Piece of Work does a lot for a feat, especially a 1st-level half-feat (of which there are none anywhere else). If you’d like to balance it, you’re right to think of removing the ASI, and I’d consider removing It Was Just A Joke as well — outright cancelling the possibility of hostility after failing a Charisma check seems a bit strong and it’s just another resource to keep track of alongside Well Actually. Well Actually needs clarification on whether it’s you or the other creature making the new roll. Overconfidence is odd, as most saves against being frightened will be caused by creatures with a higher CR than your level. I’m unsure as to how balanced Overconfidence is.
I think the brick’s save DC is too high for an uncommon item, and you need to clarify whether the teleport cooldown is per creature or in general. Otherwise a hilarious item.
I'm happy to increase the rarity if I get to keep the flavor! That's the beauty of the brick. You really can't dodge it. It's a big time annoyance in a little innocuous package. Cooldown specifies per round--I assume it'll teleport to the first creature that moves if it's not already stepped on, but that's really up to DM fiat. It does occur to me that perhaps I should limit the range on the teleportation-- the creature that moves 5 feet (the target) must end its movement within 10 feet of the brick to trigger the teleportation. I'll work on the language.
Real Piece of Work does a lot for a feat, especially a 1st-level half-feat (of which there are none anywhere else).
This is a fair point--you're absolutely right, it's doing a lot. It's modeled after the UA/2024 feats, which are both more powerful and all half-feats--but they're also higher level. I'm happy to remove the ASI. Maybe I'll make it a 4th level feat... (but we all know you don't need to be a high level to be a real piece of work...)
I’d consider removing It Was Just A Joke as well — outright cancelling the possibility of hostility after failing a Charisma check seems a bit strong and it’s just another resource to keep track of alongside Well Actually. Well Actually needs clarification on whether it’s you or the other creature making the new roll.
So, for delicious spicy flavor reasons (read: my own amusement), I am unwilling to remove It Was Just a Joke. I agree though, it's a lot of resources to keep track of. I think what I'll do is make it so you can only use one of Well, Actually or It Was Just a Joke per Long Rest. I thought I was clear that you make the new ability check for Well, Actually, but I can try to be more explicit there. Besides, resource management is the punishment for the player being a Real Piece of Work. *teeheehee*
Overconfidence is odd, as most saves against being frightened will be caused by creatures with a higher CR than your level. I’m unsure as to how balanced Overconfidence is.
Also true, but blanket advantage against being frightened in general isn't overpowered in isolation. If you've got a paladin in the party, it won't matter at all. Again, for delicious spicy flavor reasons, maybe what I'll do is change it so Overconfidence only applies against creatures with a CR at least 5 greater than the player level. Maybe that makes it worse, but it does make it more funny.
Welcome to the tournament MinMaxxed! It's an honor that you want to spend your first post on this <3 I really like your submissions, they're so creative!
I'm actually really considering stealing borrowing Real Piece of Work for my own games.
Maybe that makes it worse, but it does make it more funny.
I am always in favor of committing to the bit
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Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter) Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Welcome to the tournament MinMaxxed! It's an honor that you want to spend your first post on this <3 I really like your submissions, they're so creative!
I'm actually really considering stealing borrowing Real Piece of Work for my own games.
Thanks! And please do! I'd love to hear how it works for you--I suspect it'll be fun as hell to role play.
Here's my entry for the player option—the janitor background.
Janitor
Some heroes were destined for greatness. You were not. Perhaps you were the caretaker of a mage's school, or the custodian of an evil fortress. You didn't choose the life of an adventurer, but when trouble starts you do what you always do—roll up your sleeves and get the job done.
Tool Proficiencies: Thieves' Tools and one gaming set of your choice
Languages: Deep Speech
Equipment: A full key ring, a broom, wallet-sized photos of your extended family, a set of common clothes, and a pouch containing 10 gp
Feature: Where's that Damned Key
While you have your key ring, you can spend 1 minute searching through it. When you do so, roll a d20. If you roll a 20, you have exactly the key needed to open a lock within 30 feet of you that you can see. If you find the correct key, you can't use this ability until you finish a long rest. You can't attempt this ability on the same lock twice.
Suggested Characteristics
The Janitor Personality Traits table suggests a variety of traits you might adopt for your character.
d6
Personality Trait
1
I’m rude to people who lack my commitment to hard work and fair play.
2
I can't resist snooping into the personal business of my associates.
3
Now that I’ve overcome the horrors of the mens' bathroom, I can survive anything.
4
A clean home is a foundation on which anything else can be built.
5
Life may be a whirlwind of chaos, but whenever I'm organizing my gear, I feel at peace.
6
I like to solve math problems in my free time. It keeps me calm and brings me fleeting moments of happiness.
Janitor Trinkets. When you make your character, you can roll once on the Janitor Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Janitor Trinkets
d6
Trinket
1
A misplaced piece of amateur artwork
2
A confiscated love note written by somebody else's secret admirer
3
A potion specifically brewed to clean an unknown substance
4
A collection of replacement parts for an unknown device
Could I get some feedback for this potential submission?
Neat idea. A couple suggestions:
requiring a certain roll on the damage die plus limited uses is awkward. I'd stick with with it requiring a certain roll : e.g. critical hit, max damage, or it having limited uses that you can activate at will on a hit.
launchng a creature 70+ ft is extremely powerful for something with no saving throw. If it is a rare occurrence like a critical hit that's fine, but if it is something that can be done at will I'd suggest adding a Strength saving throw with a DC equal to your attack roll.
I'm confused how the "hitting a barrier" interacts with something like a wall. Is a wall a barrier? what does it mean for the wall to keep going with the target? Does it matter how thick the wall is / what it is made of to determine if hitting it counts at one "barrier" or multiple barriers?
1 damage upon hitting a barrier is pretty lame, and annoying to keep track of, I'd at least make it 1d4 damage, as long as it remains limited to a max of 3d4 total per hit.
Respectfully, please check again; it does require a saving throw.
You are right, I should clarify what happens to large walls. As for the barrier being carried with the target, I feel it’s pretty clear? Also, it does not matter what the barrier is made of or how thick it is, this is clear by omission, I feel.
My entry for the DM category is a support flumph. Its mind merge ability serves two purposes. It can buff its allies, but it can also merge with an enemy to impose vulnerability to psychic damage and the prone deficiency trait. I'd appreciate any feedback.
Languages Telepathy 60ft., Undercommon (understand Undercommon but cannot speak it)
Challenge 2 (450 XP)
Proficiency Bonus +2
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Creature Sense. The flumph is aware of the presence of creatures within 120 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and has the incapacitated condition. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Hub.The flumph can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The flumph can let those creatures telepathically hear each other while connected in this way.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Actions
Tendrils. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Mind Fray. The flumph psionically disturbs the mind of one creature it can see within 60 feet of it. The target must succeed on a DC 15 Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of the flumph's next turn.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature has the poisoned condition as long as the stench lasts, and other creatures have the poisoned condition while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Bonus Actions
Mind Merge. The flumph targets one creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the flumph can perceive everything the target senses. The flumph can terminate a link at any time (no action required). The link also ends if the target and the flumph are more than 120 feet apart. The flumph can merge its mind with up to ten creatures at a time. Whenever the creature makes an attack roll or a saving throw while its mind is merged with the flumph, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Additionally, the creature gains vulnerability to psychic damage and the Prone Deficiency trait. If the flumph is killed while a creature is under the effects of a mind merge, the link ends and the creature takes 7 (2d6) psychic damage.
I don't say it to brag, but I think it's really cool that there's only 4 people that have judged the competition more than once, and that I get to be one of those four!
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Commoner level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Any two types of artisan’s tools or musical instruments
Saving Throws: Wisdom, Charisma
Skills: Choose any four from Animal Handling, Insight, Medicine, Perception, Persuasion, and Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
Any simple weapon
Two tools you are proficient with
A set of common clothes
A pouch containing 10 gp
Class Abilities
Jack of All Trades At 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Skilled Negotiator At 2nd level, you gain advantage on all Charisma (Persuasion) checks when negotiating prices with merchants.
Blend In At 3rd level, you can use your action to make yourself unnoticeable in a crowd. As long as you remain within a group of people, you are effectively invisible.
Master of One At 5th level, choose one tool you are proficient with. Your proficiency bonus is doubled for any ability check you make with it.
Average Joe At 7th level, you’ve become so average that you blend into any crowd. You can use your action to assume the guise of an ordinary member of society, making you unrecognizable as the person you were. This effect lasts for 1 hour or until you end it as a bonus action.
Unassuming At 10th level, creatures have disadvantage on Wisdom (Insight) checks to determine if you are lying or hiding something.
Unremarkable At 15th level, your unremarkable nature makes you easily forgettable. Creatures have disadvantage on any checks to remember specific details about you.
Everyman Hero At 20th level, your unassuming nature allows you to surprise your enemies. You can add your Charisma modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
DM Options: Might of the Meek
The Humble Button
Wondrous Item, uncommon (requires attunement)
This small, unremarkable button appears to be made of simple wood or bone. It blends in perfectly with the most common garments and is easily overlooked.
Properties:
Mend. Once per day, the button can be used to cast the mending cantrip.
Emergency Fastener. The button can magically attach itself to any piece of clothing or gear, providing an immediate and secure fastening. This can be used to quickly seal a cloak against the cold, attach a makeshift bandage, or secure a rope. This effect lasts for 1 hour.
Unseen Aid. When the button is sewn onto a garment, it grants the wearer advantage on Dexterity (Stealth) checks, as it subtly dampens sound and blends the wearer into their surroundings.
Hidden Resilience. The button can be used to provide a burst of resilience. As a reaction, the wearer can activate the button to gain temporary hit points equal to 1d4 + their Constitution modifier. This can be done once per long rest.
Artisan's Legacy. The button grants proficiency in one artisan's tool of the wielder's choice while they are attuned to it. If the wielder is already proficient, they gain expertise with that tool, doubling their proficiency bonus.
Lore: Legend speaks of a tailor who lived in a bustling city, known for his skill in crafting the finest garments. When a great threat loomed over the city, he used his humble button to mend the armor of the city's defenders, secure their gear, and provide them with unseen aid. The button has since been passed down, a symbol of the power of the overlooked and the seemingly insignificant.
Your friendly neighborhood Halruaan Abjurer, at your service.
My Homebrew: | Spells | Magic Items | Subclasses
Player Options: Painfully Average
Common Comfort
Level: 1st-level Conjuration
Casting Time: 1 action
Range: 30 feet.
Components: V, S
Duration: 1 hour
With a simple gesture and a quiet incantation, you conjure a small, mundane object that provides comfort or utility in everyday situations. Choose one of the following effects:
Warmth. You conjure a small, magical flame that floats in the air, providing warmth to a 10-foot radius. The flame does not burn or cause damage but can be used to heat food or provide comfort in cold environments.
Cleanliness. You conjure a small, magical brush or cloth that cleans and polishes an object or surface up to 5 feet in size, removing dirt, grime, and stains.
Food and Drink. You conjure a simple meal and a drink, enough to sustain one person for one day. The food is nourishing but plain, like bread and water.
Shelter. You conjure a small, magical tent or canopy that provides shelter from the elements for up to 2 people. The shelter is sturdy but simple, protecting from rain, wind, and sun.
Tool. You conjure a basic tool (such as a hammer, screwdriver, or sewing needle) that lasts for the duration of the spell. The tool is functional but not extraordinary, perfect for minor repairs or tasks.
This spell does not create valuable materials or complex items. At the end of the duration, the conjured object disappears.
Your friendly neighborhood Halruaan Abjurer, at your service.
My Homebrew: | Spells | Magic Items | Subclasses
Not yet solidifying this as my submission — but how is it for the DM category?
Bat of Unrestrained Power
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
If it wipes out all buffs / debuffs then it is extremely powerful because IME player characters are more often debuffed than enemies, so 1 spell cures you and your allies of paralysis, fear, stun (if fighting mind flayers), charm, grapple/restrained (e.g. if fighting a Gelatinous Cube or mimic), etc.. etc.. over a full minute
Anybody?
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Hi all! This is my first post ever (and my first homebrew ever), but I saw the categories and felt inspired. I would love feedback on the balance of these. (Yes, I know the feat may be a little overpowered, but I love it so much. I'm considering getting rid of the Ability Score increase.)
DM Options: Might of the Meek
Brick of Leh-goh
Wondrous Item, Uncommon
This stupid goddamn frustrating piece of crap; you always step on it when you least expect it. How did it get there? I swear it was just over there!
While this infernal toy brick lies on the floor, any creature that enters its space must succeed on a DC 20 Dexterity saving throw or take 1 piercing damage, have the Prone condition, and be slid 5 feet in a random direction. If the creature would be moved into the same space as another creature, that creature must also succeed on a DC 20 Dexterity saving throw or have the Prone condition. Once per round, when a creature moves 5 feet or more, the brick teleports into the space the creature enters, unless the brick is being actively watched or held. On its turn, a creature can choose to actively watch the brick until the start of its next turn. While watching the brick, the creature has disadvantage on any Wisdom (Perception) checks made to see anything other than the brick.
Variant: The Peel of Anaban
This infernal fruit skin acts as a Brick of Leh-goh, however it slides the creature 10 feet and deals no piercing damage on a failed Dexterity save.
Player Options: Painfully Average
Real Piece of Work
1st Level Feat
Prerequisite: None
Repeatable: No
You’re not always right, but you don’t know that.
Ability Score Increase: Increase your Charisma score by 1, to a maximum of 20.
Well, Actually: When an allied creature within 5 feet of you fails an ability check, you can use your reaction to obnoxiously correct them. When you do so, you can repeat the ability check with advantage. Once you use this ability, you can't use it again until you finish a Short or Long Rest.
Overconfidence: You have advantage on saving throws made to avoid the Frightened condition against creatures with a challenge rating greater than your character level.
It Was Just a Joke: When you fail a Charisma check to persuade, deceive, or intimidate a creature, you can use your reaction to pass it off as a lousy joke. When you do so, the creature becomes indifferent to you if they would otherwise become hostile. Once you use this feature, you can't use it again until you finish a Long Rest.
Love these!
I think the brick’s save DC is too high for an uncommon item, and you need to clarify whether the teleport cooldown is per creature or in general. Otherwise a hilarious item.
Real Piece of Work does a lot for a feat, especially a 1st-level half-feat (of which there are none anywhere else). If you’d like to balance it, you’re right to think of removing the ASI, and I’d consider removing It Was Just A Joke as well — outright cancelling the possibility of hostility after failing a Charisma check seems a bit strong and it’s just another resource to keep track of alongside Well Actually. Well Actually needs clarification on whether it’s you or the other creature making the new roll. Overconfidence is odd, as most saves against being frightened will be caused by creatures with a higher CR than your level. I’m unsure as to how balanced Overconfidence is.
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Thanks for the feedback!
I'm happy to increase the rarity if I get to keep the flavor! That's the beauty of the brick. You really can't dodge it. It's a big time annoyance in a little innocuous package.
Cooldown specifies per round--I assume it'll teleport to the first creature that moves if it's not already stepped on, but that's really up to DM fiat. It does occur to me that perhaps I should limit the range on the teleportation-- the creature that moves 5 feet (the target) must end its movement within 10 feet of the brick to trigger the teleportation. I'll work on the language.
This is a fair point--you're absolutely right, it's doing a lot. It's modeled after the UA/2024 feats, which are both more powerful and all half-feats--but they're also higher level. I'm happy to remove the ASI. Maybe I'll make it a 4th level feat... (but we all know you don't need to be a high level to be a real piece of work...)
So, for delicious spicy flavor reasons (read: my own amusement), I am unwilling to remove It Was Just a Joke. I agree though, it's a lot of resources to keep track of. I think what I'll do is make it so you can only use one of Well, Actually or It Was Just a Joke per Long Rest. I thought I was clear that you make the new ability check for Well, Actually, but I can try to be more explicit there. Besides, resource management is the punishment for the player being a Real Piece of Work. *teeheehee*
Also true, but blanket advantage against being frightened in general isn't overpowered in isolation. If you've got a paladin in the party, it won't matter at all. Again, for delicious spicy flavor reasons, maybe what I'll do is change it so Overconfidence only applies against creatures with a CR at least 5 greater than the player level. Maybe that makes it worse, but it does make it more funny.
Welcome to the tournament MinMaxxed! It's an honor that you want to spend your first post on this <3 I really like your submissions, they're so creative!
I'm actually really considering
stealingborrowing Real Piece of Work for my own games.I am also here.
Am snek.
I am always in favor of committing to the bit
Active characters:
Askatu, hyperfocused vedalken freedom fighter in Wildspace (Zealot barb/Swashbuckler rogue/Battle Master fighter)
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Thanks! And please do! I'd love to hear how it works for you--I suspect it'll be fun as hell to role play.
Here's my entry for the player option—the janitor background.
Janitor
Some heroes were destined for greatness. You were not. Perhaps you were the caretaker of a mage's school, or the custodian of an evil fortress. You didn't choose the life of an adventurer, but when trouble starts you do what you always do—roll up your sleeves and get the job done.
While you have your key ring, you can spend 1 minute searching through it. When you do so, roll a d20. If you roll a 20, you have exactly the key needed to open a lock within 30 feet of you that you can see. If you find the correct key, you can't use this ability until you finish a long rest. You can't attempt this ability on the same lock twice.
Suggested Characteristics
The Janitor Personality Traits table suggests a variety of traits you might adopt for your character.
Janitor Trinkets. When you make your character, you can roll once on the Janitor Trinkets table, instead of on the Trinkets table in the Player’s Handbook, for your starting trinket.
Janitor Trinkets
Could I get some feedback for this potential submission?
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Neat idea. A couple suggestions:
requiring a certain roll on the damage die plus limited uses is awkward. I'd stick with with it requiring a certain roll : e.g. critical hit, max damage, or it having limited uses that you can activate at will on a hit.
launchng a creature 70+ ft is extremely powerful for something with no saving throw. If it is a rare occurrence like a critical hit that's fine, but if it is something that can be done at will I'd suggest adding a Strength saving throw with a DC equal to your attack roll.
I'm confused how the "hitting a barrier" interacts with something like a wall. Is a wall a barrier? what does it mean for the wall to keep going with the target? Does it matter how thick the wall is / what it is made of to determine if hitting it counts at one "barrier" or multiple barriers?
1 damage upon hitting a barrier is pretty lame, and annoying to keep track of, I'd at least make it 1d4 damage, as long as it remains limited to a max of 3d4 total per hit.
Respectfully, please check again; it does require a saving throw.
You are right, I should clarify what happens to large walls. As for the barrier being carried with the target, I feel it’s pretty clear? Also, it does not matter what the barrier is made of or how thick it is, this is clear by omission, I feel.
Thanks for the feedback!
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
My entry for the DM category is a support flumph. Its mind merge ability serves two purposes. It can buff its allies, but it can also merge with an enemy to impose vulnerability to psychic damage and the prone deficiency trait. I'd appreciate any feedback.
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Creature Sense. The flumph is aware of the presence of creatures within 120 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and has the incapacitated condition. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Hub. The flumph can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The flumph can let those creatures telepathically hear each other while connected in this way.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Mind Fray. The flumph psionically disturbs the mind of one creature it can see within 60 feet of it. The target must succeed on a DC 15 Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of the flumph's next turn.
Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature has the poisoned condition as long as the stench lasts, and other creatures have the poisoned condition while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Mind Merge. The flumph targets one creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the flumph can perceive everything the target senses. The flumph can terminate a link at any time (no action required). The link also ends if the target and the flumph are more than 120 feet apart. The flumph can merge its mind with up to ten creatures at a time. Whenever the creature makes an attack roll or a saving throw while its mind is merged with the flumph, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Additionally, the creature gains vulnerability to psychic damage and the Prone Deficiency trait. If the flumph is killed while a creature is under the effects of a mind merge, the link ends and the creature takes 7 (2d6) psychic damage.
I don't say it to brag, but I think it's really cool that there's only 4 people that have judged the competition more than once, and that I get to be one of those four!
That realization just hit me haha
I am also here.
Am snek.
Player Options: Painfully Average
Commoner Class
Class Features
Hit Points
Proficiencies
Equipment You start with the following equipment, in addition to the equipment granted by your background:
Class Abilities
Jack of All Trades At 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Skilled Negotiator At 2nd level, you gain advantage on all Charisma (Persuasion) checks when negotiating prices with merchants.
Blend In At 3rd level, you can use your action to make yourself unnoticeable in a crowd. As long as you remain within a group of people, you are effectively invisible.
Master of One At 5th level, choose one tool you are proficient with. Your proficiency bonus is doubled for any ability check you make with it.
Average Joe At 7th level, you’ve become so average that you blend into any crowd. You can use your action to assume the guise of an ordinary member of society, making you unrecognizable as the person you were. This effect lasts for 1 hour or until you end it as a bonus action.
Unassuming At 10th level, creatures have disadvantage on Wisdom (Insight) checks to determine if you are lying or hiding something.
Unremarkable At 15th level, your unremarkable nature makes you easily forgettable. Creatures have disadvantage on any checks to remember specific details about you.
Everyman Hero At 20th level, your unassuming nature allows you to surprise your enemies. You can add your Charisma modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
My Homebrew: Spells Subclasses
Final version of my submission for the DM category, the Bat of Unrestrained Power
Come participate in the Competition of the Finest Brews, Edition XXII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Just a tenday left!
I am also here.
Am snek.