A tattoo that lets the user conjure temporary replicas of playing cards from their inventory to their hands, with the ability to do so stealthily, and with advantage if they're already holding playing cards in their hand.
It's a two-fold item.
The character is using Darts as their primary weapon that have been reflavored as various types of playing cards. the +1 is weighted, the +2 is metal, the +3 is sharpened. Silvered is silver-lined, etc. So it is effectively giving him the returning weapon function on all playing cards, (darts). Basically keeps the real weapons in his pack, and conjures a duplicate of it to throw at the enemy, and then the copy vanishes.
A group of 5 weapons from the first worthy. Each is a +3 version of its mundane counterpart, in addition while attuned to the weapon it may be stored in its own demiplane while not in use. This blade may pass through material objects if the creature attuned to it chooses for it to. Each weapon may also be used as a spell focus for any class. As part of an action you may use a charge out of the 8 available to cast a spell as part of your attack action from any spell list under 5th level without expending any spell slots. This weapon restores 1d8 charges at dawn. These weapons may only be destroyed by letting it rest in the forge of Mordje in the proving grounds for 300 years.
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
B). Two simple weapons of your choice or a martial weapon you are proficient in
C.) Explorer's pack or Dungeoneer's pack
Level
Proficiency Bonus
Class Features
Spell level
1
+2
Magical Blood, PMD, Pumping Tunes
1st
2
+2
Beat Breaker
1st
3
+2
Dancers Archetype
1st
4
+2
Fighting Style
2nd
5
+3
Ability Score Improvement
2nd
6
+3
Extra Attack
3rd
7
+3
Acrobatic Maneuvers
3rd
8
+3
Ability Score Improvement
3rd
9
+4
Dancers Archetype
4th
10
+4
Extra Attack
4th
11
+4
Beat Breaker Evolution, Pumping Tunes Upgrade
5th
12
+4
Ability Score Improvement
5th
13
+5
Dancers Archetype
5th
14
+5
Extra Attack
6th
15
+5
Driving Force
6th
16
+5
Ability Score Improvement
Acrobatic Maneuvers (optional)
7th
17
+6
Dancers Archetype
7th
18
+6
Extra Attack
7th
19
+6
Can't Stop the Music
8th
20
+6
Peak Physical Condition
9th
Magical Blood:
Your blood is filled with magical power. Starting at level one you learn to use it to create magical effects you can learn an amount of bard spells up to your Beatbreaker/3 (rounded up) and may cast one of up to a level stated in the spell level row on the class table. You may cast up to two spells from your list with no spellcasting components, or a spellstone if you would need one.
PMD:
You learn to pump magic through your portable music device. Your other unique magical class features will only work within hearing distance of the machine. As an action you may set up your PMD so any effects that affect other creatures work.’ It has an AC of 14 and an HP pool of (1d4+ your wisdom modifier+your proficiency bonus)*your level in beatbreaker. If it breaks you may remake it during a long rest.
Pumping Tunes:
Starting at level 1 your PMD has an effect on all creatures of your choice within a 15ft range. It has four modes and switches automatically every three rounds. Alternatively you may switch it as a bonus action.
Ads:
Triggers any effects that say when hit at the start of each round for all creatures in range
Adrenaline Runner:
All attack rolls are made with a +2, AC +2, Skill checks are made with a -1
Flowstate:
Each time you attack:
Behavioral (5):
Attack again using a weapon you haven’t used this turn if you can.
You may freely change out weapons while under the songs effects
Chiptune:
Aoe spells and abilities range and size are increased by 35% but their damage is decreased by 25%
Beat Breaker:
Starting at 1st level you learn to use the arcane power hidden in music to send a bolt out towards a target of your choice. Thrice per combat you may fire a bolt making a ranged attack roll on a creature you can see within 60 ft. on hit it deals 2d6 force damage
Dancers Archetype
Starting at level 3 you start to specialize. Your specialization grants you features at 3rd level and again at 9th, 13th, and 17th level.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Each additional attack is made with a cumulative -13% damage per time you have attacked this round.
The number of attacks increases to three when you reach 10th level in this class, to four when you reach 14th level in this class, and to five when you reach 18th level in this class.
Acrobatic Maneuvers
Beginning at 7th level you learn acrobatic maneuvers to better fight. You have three maximum stamina points and each use of a maneuver costs one stamina point and an action. You regain a stamina point whenever you would lose exhaustion equal to the amount that would be lost. Choose up to 3 of the following maneuvers to learn. You may choose to change the options at 16th level. This feature counts as physical for PMD.
Name
Requirements
Effects
Vault
Holding a polearm weapon with two hands
Use your movement to move up to 10 ft. in a direction of your choice planting your pole into the ground. Then move airborne to a space in the direction you moved at least 5 ft. and within 30 ft. of your choice, and you may make a melee weapon attack with the polearm. This attack deals double damage if it hits.
Triple Roundhouse
Use your attack action to make three attack rolls against a single target using your legs or a weapon attached to them. Each attack has a 20% chance to stun the target.
Bicycle Kick
Dexterity of 13 or higher
Roll an unarmed melee attack on a creature within 5 ft this attack will permanently reduce the Spd of the creature by 7
Barreling Charge
Strength of 11 or higher
Use an action to move forward up to 20 ft in a straight line and force the target to make a strength saving throw or be knocked back 20 ft and be knocked prone.
Perfect Dodge
Dexterity of 15 or higher
As a reaction you may make a dexterity saving throw against an attack roll that would hit you. On a success you take no damage, and you may make an attack roll on the creature you were attacked by for 150% higher damage.
Wall Boost
Within 5 ft. of a wall
Level 16 in Beatbreaker
Move arially 20 ft. in any direction and you may then make an attack with (130 + (the amount of feet moved down*15))% damage
Pincer Slash
Level 16 in Beatbreaker
An empty space on the other side of the target
Make a ranged attack on a target. Any effects that would provide additional AC based on position are nullified. Then a clone of you makes a melee attack from 5ft Behind the target.
`Beatbreaker Evolution
Starting at level 11 you may evolve your beatbreaker into another form on the following table:
Name
Requirements
Effect
Stargaze
Wisdom 19 or higher
The projectile is now 15 ft. wide and pierces creatures within range. It now does no damage but reduces the creatures Spd by 10
Blazer
Dexterity 16 or higher
Deal 3d4 damage to all creatures of your choice within 15 ft of you. Pain(10%) Rampage
Charger
Wisdom of 15 or higher
Give a creature within 60 ft 4d6 temp hitpoints
Earthcrack
Creatures can now be hit through walls but the attack is made with -1 ATK
Stormbringer
Wisdom of 18 or higher
The attack deals no damage but applies 1d6 static and can bounce to another creature within 10 ft that has not already been hit with this feature this turn
Pumping tunes upgrade:
Starting at 11th level you gain access to more tunes for your PMD:
Calming Ambience:
Gain a temporary +1 to all mental stats and +1 prof to all mental stat skills
Heavy Rock:
Gain a temporary +1 to all Physical stats and +1 prof to all Physical stat skills
Soothing Words:
Gain 1d4 temporary HP at initiative count 25
Big Band:
Gain 2 spd at the start of turn.
Driving Force:
Starting at level 15 any time you would be knocked below 1hp you may exert all of your features and expend a stamina point to recover 25% of your maximum hit points
Can’t Stop the Music:
Whenever an effect on you or a creature within 15 ft of you would end you may extend it by one round once.
Peak Physical Condition:
Starting at level 20 you have a maximum of 4 spell uses and 6 stamina points
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
I customized a weapon from each different combination of damage dice from 1d4 up through 2d12, and 3d6, 3d8, and 6d6 weapons, all creating a different version of a Weaveblade, basically a lightsaber.
I have a comment on another thread detailing the customizations of each different base weapon in producing the desired results with notations on what text, attributes, and weapon properties could not be scrubbed to get the desired item tags and text descriptions. All of these were based on 2014 rules and I have not looked into how to remove or customize weapon mastery options for each base weapon for 2024 rules.
I just want to see homebrew items other people created
A tattoo that lets the user conjure temporary replicas of playing cards from their inventory to their hands, with the ability to do so stealthily, and with advantage if they're already holding playing cards in their hand.
It's a two-fold item.
The character is using Darts as their primary weapon that have been reflavored as various types of playing cards. the +1 is weighted, the +2 is metal, the +3 is sharpened. Silvered is silver-lined, etc. So it is effectively giving him the returning weapon function on all playing cards, (darts). Basically keeps the real weapons in his pack, and conjures a duplicate of it to throw at the enemy, and then the copy vanishes.
The second is for cheating at card games.
I love using key words so heres a weapon I made for a homebrew without any of the keyword definitions attached.
Electrobeam
7500 gp
40 lb.
8 L.
Two Handed, Powered (300 mw), Specialist, HyperSlow (2), Fusion Tech, Deafening, Demolisher, HyperBreaker (Damage dealt), Unwieldy, Heavy, Range (1000/3000), Piercing, Pain(10%), TrueSelfHyperBreaker (Damage dealt)
10d10 Radiant
Martial
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
I also made an item that just rerolls a single event within 15 ft of you and then breaks.
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
A bead of lucky basically? thats fun.
I also have this artifact
Champions’ Weapons
Weight
Varies
1 major beneficial property
2 minor beneficial properties
1 major detrimental property
A group of 5 weapons from the first worthy. Each is a +3 version of its mundane counterpart, in addition while attuned to the weapon it may be stored in its own demiplane while not in use. This blade may pass through material objects if the creature attuned to it chooses for it to. Each weapon may also be used as a spell focus for any class. As part of an action you may use a charge out of the 8 available to cast a spell as part of your attack action from any spell list under 5th level without expending any spell slots. This weapon restores 1d8 charges at dawn. These weapons may only be destroyed by letting it rest in the forge of Mordje in the proving grounds for 300 years.
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
A whole class i designed in my spare time
Beatbreaker:
Primary Ability
Wisdom and Dexterity
Hit Point Die
D8 per Beatbreaker level
Saving Throw Proficiencies
Wisdom and Dexterity
Skill Proficiencies
Choose 3: Arcana, Athletics, Cooking, Insight, Investigation, Perception, Performance
Weapon Proficiencies
Simple weapons, Glaive, Skates
Armor Training
Light
Starting Equipment
A).Leather armor or Scouts leather
B). Two simple weapons of your choice or a martial weapon you are proficient in
C.) Explorer's pack or Dungeoneer's pack
Level
Proficiency Bonus
Class Features
Spell level
1
+2
Magical Blood, PMD, Pumping Tunes
1st
2
+2
Beat Breaker
1st
3
+2
Dancers Archetype
1st
4
+2
Fighting Style
2nd
5
+3
Ability Score Improvement
2nd
6
+3
Extra Attack
3rd
7
+3
Acrobatic Maneuvers
3rd
8
+3
Ability Score Improvement
3rd
9
+4
Dancers Archetype
4th
10
+4
Extra Attack
4th
11
+4
Beat Breaker Evolution, Pumping Tunes Upgrade
5th
12
+4
Ability Score Improvement
5th
13
+5
Dancers Archetype
5th
14
+5
Extra Attack
6th
15
+5
Driving Force
6th
16
+5
Ability Score Improvement
Acrobatic Maneuvers (optional)
7th
17
+6
Dancers Archetype
7th
18
+6
Extra Attack
7th
19
+6
Can't Stop the Music
8th
20
+6
Peak Physical Condition
9th
Magical Blood:
Your blood is filled with magical power. Starting at level one you learn to use it to create magical effects you can learn an amount of bard spells up to your Beatbreaker/3 (rounded up) and may cast one of up to a level stated in the spell level row on the class table. You may cast up to two spells from your list with no spellcasting components, or a spellstone if you would need one.
PMD:
You learn to pump magic through your portable music device. Your other unique magical class features will only work within hearing distance of the machine. As an action you may set up your PMD so any effects that affect other creatures work.’ It has an AC of 14 and an HP pool of (1d4+ your wisdom modifier+your proficiency bonus)*your level in beatbreaker. If it breaks you may remake it during a long rest.
Pumping Tunes:
Starting at level 1 your PMD has an effect on all creatures of your choice within a 15ft range. It has four modes and switches automatically every three rounds. Alternatively you may switch it as a bonus action.
Ads:
Triggers any effects that say when hit at the start of each round for all creatures in range
Adrenaline Runner:
All attack rolls are made with a +2, AC +2, Skill checks are made with a -1
Flowstate:
Each time you attack:
Behavioral (5):
Attack again using a weapon you haven’t used this turn if you can.
You may freely change out weapons while under the songs effects
Chiptune:
Aoe spells and abilities range and size are increased by 35% but their damage is decreased by 25%
Beat Breaker:
Starting at 1st level you learn to use the arcane power hidden in music to send a bolt out towards a target of your choice. Thrice per combat you may fire a bolt making a ranged attack roll on a creature you can see within 60 ft. on hit it deals 2d6 force damage
Dancers Archetype
Starting at level 3 you start to specialize. Your specialization grants you features at 3rd level and again at 9th, 13th, and 17th level.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Each additional attack is made with a cumulative -13% damage per time you have attacked this round.
The number of attacks increases to three when you reach 10th level in this class, to four when you reach 14th level in this class, and to five when you reach 18th level in this class.
Acrobatic Maneuvers
Beginning at 7th level you learn acrobatic maneuvers to better fight. You have three maximum stamina points and each use of a maneuver costs one stamina point and an action. You regain a stamina point whenever you would lose exhaustion equal to the amount that would be lost. Choose up to 3 of the following maneuvers to learn. You may choose to change the options at 16th level. This feature counts as physical for PMD.
Name
Requirements
Effects
Vault
Holding a polearm weapon with two hands
Use your movement to move up to 10 ft. in a direction of your choice planting your pole into the ground. Then move airborne to a space in the direction you moved at least 5 ft. and within 30 ft. of your choice, and you may make a melee weapon attack with the polearm. This attack deals double damage if it hits.
Triple Roundhouse
Use your attack action to make three attack rolls against a single target using your legs or a weapon attached to them. Each attack has a 20% chance to stun the target.
Bicycle Kick
Dexterity of 13 or higher
Roll an unarmed melee attack on a creature within 5 ft this attack will permanently reduce the Spd of the creature by 7
Barreling Charge
Strength of 11 or higher
Use an action to move forward up to 20 ft in a straight line and force the target to make a strength saving throw or be knocked back 20 ft and be knocked prone.
Perfect Dodge
Dexterity of 15 or higher
As a reaction you may make a dexterity saving throw against an attack roll that would hit you. On a success you take no damage, and you may make an attack roll on the creature you were attacked by for 150% higher damage.
Wall Boost
Within 5 ft. of a wall
Level 16 in Beatbreaker
Move arially 20 ft. in any direction and you may then make an attack with (130 + (the amount of feet moved down*15))% damage
Pincer Slash
Level 16 in Beatbreaker
An empty space on the other side of the target
Make a ranged attack on a target. Any effects that would provide additional AC based on position are nullified. Then a clone of you makes a melee attack from 5ft Behind the target.
`Beatbreaker Evolution
Starting at level 11 you may evolve your beatbreaker into another form on the following table:
Name
Requirements
Effect
Stargaze
Wisdom 19 or higher
The projectile is now 15 ft. wide and pierces creatures within range. It now does no damage but reduces the creatures Spd by 10
Blazer
Dexterity 16 or higher
Deal 3d4 damage to all creatures of your choice within 15 ft of you. Pain(10%) Rampage
Charger
Wisdom of 15 or higher
Give a creature within 60 ft 4d6 temp hitpoints
Earthcrack
Creatures can now be hit through walls but the attack is made with -1 ATK
Stormbringer
Wisdom of 18 or higher
The attack deals no damage but applies 1d6 static and can bounce to another creature within 10 ft that has not already been hit with this feature this turn
Pumping tunes upgrade:
Starting at 11th level you gain access to more tunes for your PMD:
Calming Ambience:
Gain a temporary +1 to all mental stats and +1 prof to all mental stat skills
Heavy Rock:
Gain a temporary +1 to all Physical stats and +1 prof to all Physical stat skills
Soothing Words:
Gain 1d4 temporary HP at initiative count 25
Big Band:
Gain 2 spd at the start of turn.
Driving Force:
Starting at level 15 any time you would be knocked below 1hp you may exert all of your features and expend a stamina point to recover 25% of your maximum hit points
Can’t Stop the Music:
Whenever an effect on you or a creature within 15 ft of you would end you may extend it by one round once.
Peak Physical Condition:
Starting at level 20 you have a maximum of 4 spell uses and 6 stamina points
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
I’ve made humanoid bees with an unnecessarily complex stinger and humanoid spiders that are religious fanatics on the side
Both of them come in the same package deal of “they came from an entirely different planet”
I customized a weapon from each different combination of damage dice from 1d4 up through 2d12, and 3d6, 3d8, and 6d6 weapons, all creating a different version of a Weaveblade, basically a lightsaber.
I have a comment on another thread detailing the customizations of each different base weapon in producing the desired results with notations on what text, attributes, and weapon properties could not be scrubbed to get the desired item tags and text descriptions. All of these were based on 2014 rules and I have not looked into how to remove or customize weapon mastery options for each base weapon for 2024 rules.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
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