So i have been creating some homebrew ice/cold related spells since the new frostmaiden book is coming. What else should i do? Weapons, armor, items, or some subclasses? I will keep on creating spells for the time just to add some variety/variations to existing spells at the moment.
I would love to see more vestiges (like from wildemount ). These are powerfull items (weapons/armor/items) that grow in power along with your character (note that by power i dont just mean 'now it deals more dmg' it can be anything that might be usefull to the party). I think all campaigns should have these but would be very nice to see for frostmaiden.
Simply because it not only creates something connected to your campaign but also gives meaning to items that are ment to play a bigger part in the characters stories. It might even guide them to certain quests needed to unlock new powers within an object or simply to find out what they can do. Mythic Odysseys of Theros creates a similar effect with items that build in power according to the favor of certain gods. Its a cool way to keep aspects of your campaign important (like a gods favor). I think well thought of items can shape campaigns or at least make them even more interesting.
I will leave the creative part of the items up to you but there are many ways to have them build and perhaps lose power to give the players an extra struggle or motivation to do certain things. Like will they choose to do something dodgy or evil to increase their power. Or will killing anything yourself make your item lose power (shouldnt be to easy for a good character to just not do evil, it should somehow restrict their action in a way that needs extra RP or creativity from the players.)? Perhaps certain items need certain deeds to be done every x time or the power drops again. I think this could create a whole new level of gameplay.
Restriction ofcourse is to not overflow the campaign with them but for your homebrewing thats not yet relevant. If you create a bunch a DM can cherry-pick what they want in their campaign.
I think it would be cool to see a fighter subclass based off finesse style spear/lance combat. An example of this would be like oberon martell from game of thrones or any "lancer" character from the fate series anime. Just something that brings a little more variety and flavor to the fighter class
Ill start working on ot. I think currently it is looking something like the dragoon from final fantasy, jumping into the air and dealing damage with lances.
Is there any way to take out the jumping in the air. Essentially i want something that would be a combonation of a kensia spear focused monk and a fighter. Ill look up the dragoon though for sure
I personally made a dragoon fighter subclass, I saw you talked about that. But despite the using a spear and jumping around, those are not really like you might have wanted with the finesse, because the spear (or other polearms) and jump are both based on strength.
As to what I would like to see for homebrew, I'm a fan of anything dragon-related, so a monster, item subclass, or whatever, I just love when it has something to do with dragons, maybe that's a bit too vague?
Okay so currently i am working on a dragon themed weapon that will build with power as you do certain things. As for the fighter archetype tht wont take much to do as i am almost done with it. Just adding finishing touches before posting it.
I like the idea of scalable weapons, but I'd like a more general system than what was presented in EGtW. I'd also like to see more vehicles, but we also have a mess trying to combine vehicle rules from the PHB, BG:DiA, and the ship rules from Saltmarsh. Not to mention that D&D Beyond doesn't have much of a plan to implement homebrew vehicles AFAIK.
Is there any way to take out the jumping in the air. Essentially i want something that would be a combonation of a kensia spear focused monk and a fighter. Ill look up the dragoon though for sure
Haha yeah. I find the weird jumping thing super video gamey, not to mention I got super confused with all the weird dragoon homebrew stuff because it has precisely nothing to do with the actual meaning of the word dragoon, which were essentially light cavalry. I would caution against a weapon-specific subclass though. Weapon abilities make more sense as feats IMO. Subclasses usually work better when they support a role and play-style rather than a piece of equipment.
Currently it is a subclass more for weapons with the reach property. Such as glaives lances and halberds etc giving them more viability. Yes i will try to make it more like wildemount's vestiges rather than the weapons of theros. I will try to do some feats for weapons and make some vehicles if i can. Currently i have dropped the dragoon name and went with something closer to what was originally talked about.
Currently it is a subclass more for weapons with the reach property. Such as glaives lances and halberds etc giving them more viability. Yes i will try to make it more like wildemount's vestiges rather than the weapons of theros. I will try to do some feats for weapons and make some vehicles if i can. Currently i have dropped the dragoon name and went with something closer to what was originally talked about.
Right, just empathizing. Have you seen the older UA weapon feats? That might be a good guide for how to make spears more viable.
Can we get vehicle homebrew sometime soon? I have some vehicle I want to add to my campaign.
I wish. We'll probably have to wait for the homebrew revamp which was moved off the development timeline from the longer term category. I wouldn't expect anything on this front until 2022 earliest. Nevertheless, you should feel free to write up what you have and post it on the forums for feedback.
So i have been creating some homebrew ice/cold related spells since the new frostmaiden book is coming. What else should i do? Weapons, armor, items, or some subclasses? I will keep on creating spells for the time just to add some variety/variations to existing spells at the moment.
I would love to see more vestiges (like from wildemount ). These are powerfull items (weapons/armor/items) that grow in power along with your character (note that by power i dont just mean 'now it deals more dmg' it can be anything that might be usefull to the party). I think all campaigns should have these but would be very nice to see for frostmaiden.
Simply because it not only creates something connected to your campaign but also gives meaning to items that are ment to play a bigger part in the characters stories. It might even guide them to certain quests needed to unlock new powers within an object or simply to find out what they can do. Mythic Odysseys of Theros creates a similar effect with items that build in power according to the favor of certain gods. Its a cool way to keep aspects of your campaign important (like a gods favor).
I think well thought of items can shape campaigns or at least make them even more interesting.
I will leave the creative part of the items up to you but there are many ways to have them build and perhaps lose power to give the players an extra struggle or motivation to do certain things. Like will they choose to do something dodgy or evil to increase their power. Or will killing anything yourself make your item lose power (shouldnt be to easy for a good character to just not do evil, it should somehow restrict their action in a way that needs extra RP or creativity from the players.)? Perhaps certain items need certain deeds to be done every x time or the power drops again. I think this could create a whole new level of gameplay.
Restriction ofcourse is to not overflow the campaign with them but for your homebrewing thats not yet relevant. If you create a bunch a DM can cherry-pick what they want in their campaign.
Alright i get it. Ill try to build more stuff like it since i do agree that it is a great idea.
I think it would be cool to see a fighter subclass based off finesse style spear/lance combat. An example of this would be like oberon martell from game of thrones or any "lancer" character from the fate series anime. Just something that brings a little more variety and flavor to the fighter class
Ill start working on ot. I think currently it is looking something like the dragoon from final fantasy, jumping into the air and dealing damage with lances.
Is there any way to take out the jumping in the air. Essentially i want something that would be a combonation of a kensia spear focused monk and a fighter. Ill look up the dragoon though for sure
Yeah there is ill do so when making it. Ill post it in here when done.
I personally made a dragoon fighter subclass, I saw you talked about that. But despite the using a spear and jumping around, those are not really like you might have wanted with the finesse, because the spear (or other polearms) and jump are both based on strength.
As to what I would like to see for homebrew, I'm a fan of anything dragon-related, so a monster, item subclass, or whatever, I just love when it has something to do with dragons, maybe that's a bit too vague?
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
Dragon related. Okay i can work with it.
Okay so currently i am working on a dragon themed weapon that will build with power as you do certain things. As for the fighter archetype tht wont take much to do as i am almost done with it. Just adding finishing touches before posting it.
So finished up the fighter archtye then realized made it in the monl class instead of fighter so starting from scratch.
Also, working on a hand axe vestige esque weapon and a hand crossbow perhaps. Trying to show some love to those two.
I like the idea of scalable weapons, but I'd like a more general system than what was presented in EGtW. I'd also like to see more vehicles, but we also have a mess trying to combine vehicle rules from the PHB, BG:DiA, and the ship rules from Saltmarsh. Not to mention that D&D Beyond doesn't have much of a plan to implement homebrew vehicles AFAIK.
Haha yeah. I find the weird jumping thing super video gamey, not to mention I got super confused with all the weird dragoon homebrew stuff because it has precisely nothing to do with the actual meaning of the word dragoon, which were essentially light cavalry. I would caution against a weapon-specific subclass though. Weapon abilities make more sense as feats IMO. Subclasses usually work better when they support a role and play-style rather than a piece of equipment.
Currently it is a subclass more for weapons with the reach property. Such as glaives lances and halberds etc giving them more viability. Yes i will try to make it more like wildemount's vestiges rather than the weapons of theros. I will try to do some feats for weapons and make some vehicles if i can. Currently i have dropped the dragoon name and went with something closer to what was originally talked about.
Can we get vehicle homebrew sometime soon? I have some vehicle I want to add to my campaign.
Right, just empathizing. Have you seen the older UA weapon feats? That might be a good guide for how to make spears more viable.
I wish. We'll probably have to wait for the homebrew revamp which was moved off the development timeline from the longer term category. I wouldn't expect anything on this front until 2022 earliest. Nevertheless, you should feel free to write up what you have and post it on the forums for feedback.
what vehicles are you thinking?
Yes i have taken notes from the weapon feats for reference.
Submarine, Cars, charts, Plane.... stuff like that.
I'm currently running a Campaign base in a world with that kind of stuff
Alright i can try to make it an item for now and then if they ever release an official vehicle toolset do it in that