I am making a homebrew class for a character I am trying to make that is similar to Spider-Man. Click on the thing below to view it:
Your Arachnifolk character has a variety of natural abilities;
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age: Arachnifolk Have a similar lifespan to humans, and age similarly, also.
Alignment:Most Arachnifolk try to be lawful and good in their actions, however, like most races, they can be tempted by greed. Most end up being Neutral Good.
Size:Arachnifolk tend to be in similar stature to humans, sometimes mere inches shorter. Your size is Medium.
Speed:Your base walking speed is 35 feet.
Climbing:You have a climbing speed equal to your walking speed.
Premonition:Arachnifolk Have Superior senses compared to humans and other races. You gain the following benefits:
You have advantage on Wisdom(Perception) checks to sense the presence of a hidden foe, a strange odor, and noticing slight movements.
You can add your Wisdom modifier to Dexterity saving throws
As long as you are wearing light armor, or no armor at all, you can add a bonus to your Armor Class equal to half your proficiency bonus.
Web Techniques:Arachnifolk have small marks that look like bruises on their wrists that they can fire webbing from. This webbing is unusually strong, and can be used in the following ways:
Restraining Webs: You can fire off webs that restrain enemies. Using the Attack action, You can make ranged attack against a target of up to a large size you can see up to 30 feet away. The target must make a Dexterity saving throw or they are grappled by the webs. On their turn, they can attempt to escape this grapple by making an Athletics or Acrobatics check. The Difficulty Class for both the Dexterity saving throw and the Athletics or Acrobatics check is equal to 8+Your Dexterity modifier + Your proficiency bonus.
Zipping Webs: As a bonus action, you can launch a string of webbing towards an unoccupied space up to 30 feet away. You swiftly glide towards that space, ending your turn there. If another creature is in between the space you pick and your current location, Instead of moving towards the space, you and the creature collide half way between you and the creature. You can also choose spaces on vertical structures such as trees or Buildings. You both take 1d4 bludgeoning damage and you are both knocked prone.
Disarming Webs: You can use your webs to disarm opponents. Using the attack action, you can launch a web at a target wielding a weapon that is up to 30 feet a way and is larger than tiny. The target rolls Strength(Athletics) and you roll the same as well. If you roll higher than the target, the weapons zips towards you and you are now holding the weapon, unless the weapon has the two handed property, or is two big for you; as in the weapon was designed for a creature or person of one size or more larger than you. If you roll lower, the target maintains possession
Swinging Webs: Your webs can be used as a form of transportation. As long as you are in a location that has buildings, trees, a cliff, or a mountain that are at least 30 feet high, you gain a temporary flying speed equal to two times your movement speed. You can only fly at a maximum altitude equal to the height of the buildings, trees, cliff, or mountain that you are you using to activate this ability, minus twenty feet. You can raise or lower yourself at will by up to 10 feet. You have a number of hours at which you are able to use this flying speed equal to your proficiency bonus. You can regain all expended hours by taking a long rest.
Whenever you use a web technique other than swinging webs, roll 1d4. You may not use any other web techniques for a number of rounds equal to the number rolled.
Agile Strength:You are fond of using your agility to muster up strength when needed. You gain the following benefits:
You can roll for Acrobatics whenever you would normally roll for Athletics.
When calculating carrying capacity, instead of using your strength number, you can use a number equal to 10, plus your dexterity modifier.
I think it's pretty good while not being busted. Don't be afraid to comment below on if you think its too op or underpowered.
My question is how I would add abilities like Premonition, Web techniques, and Agile Strength To the online dnd character sheet. What I mean by this, is I don't see any way to add actions to the character sheet, add a bonus to armor class that changes based on level, or modify the carrying capacity.
Well, it's a race - not a class. And as far as races go, it's pretty busted by my reckoning. If you'd stopped after Premonition, it'd already be very strong. I'd turn the web stuff into a subclass for Fighter or Monk and take it from there. Also, I'd change the advantage on Wisdom/Perception checks to something that affects passive Perception (advantage on checks doesn't help with passive Perception, which is what a tingling spidey sense would be).
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Well, it's a race - not a class. And as far as races go, it's pretty busted by my reckoning. If you'd stopped after Premonition, it'd already be very strong. I'd turn the web stuff into a subclass for Fighter or Monk and take it from there. Also, I'd change the advantage on Wisdom/Perception checks to something that affects passive Perception (advantage on checks doesn't help with passive Perception, which is what a tingling spidey sense would be).
First off, thanks for answering so quickly. Second, because I already chose my class and subclass for this build (Open Hand Monk), I decided against changing it into a subclass, and instead nerfing it.
For starters, I made the base walking speed 30 feet. Next, regarding premonition, I read online that Advantage is on average a +5 bonus, I just allowed them to add their dexterity modifier to passive perception. Lastly, You can't be wearing any armor at all to add to your armor class.
I thought that Web techniques were useful without breaking the game. You have limits on how much you can use the abilities, and swinging webs can really only be used in forests and in cities, making it useless if you're in a region or village that is very grassy or less populated than normal. After all, this is dnd, and dnd is fantasy, and buildings aren't tall in fantasy. But nonetheless, I nerfed it for the sake of the other abilities. Now, Instead of waiting 1d4 rounds, you wait 1d6 rounds, plus 1. So now, You can really only use them once per combat. In addition, I changed Swinging webs so that you move at your base walking speed normally, and you can expend two times the hours to go two times as fast.
Lastly, as a final Nerf, I made The carrying capacity equal 8 plus your proficiency bonus for a respectable 14 at level 20, and just average at level 1.
The race was designed to synergize with monk, and It does that pretty well. I don't want to make an op build, but this is for a level 20 one shot, so at least I'm not the wizard that casts wish before the DM Describes the tavern we start in.
You add actions to a homebrew by simply adding actions to them...? In the homebrewer, there’s a section specifically for Actions, and that even includes a button labeled “Add Action.”
There is no way to automatically add Proficiency bonus to AC.
Those abilities are very overpowered to add to a race. As a DM, I would never allow this race at my table. Check with yours to make sure they are okay with it.
My opinions on this: Only added where I had feedback.
Premonition: Arachnifolk Have Superior senses compared to humans and other races. You gain the following benefits:
You have advantage on Wisdom(Perception) checks to sense the presence of a hidden foe, a strange odor, and noticing slight movements.
You can add your Wisdom modifier to Dexterity saving throws
As long as you are wearing light armor, or no armor at all, you can add a bonus to your Armor Class equal to half your proficiency bonus.
Frankly I would not allow most of this or would reduce what this gives. - You already have a very decent race before this moment. Either Advantage on all Perception checks or the ability to add to a saving throw, not both. And the lst feature is WAY to strong. Light armor gives you 12+DEx at most which is a 17 at max DEX, yours would give a class that only had light armor a maximum of 20AC before adding on ay class features or shields. This race starts at a +2 to AC before even taking in Score and Armor type. That is Very strong considering most classes that rely on light armor have a starting AC of at most 17 (Studded w/ +5 DEX) - which is a very rare occurrence. Not to mention this gives a Light armor fighter a similar if not better AC than a heavy armored fighter with Plate. And the Light armor gives 0 DEX disadvantage.
Had to go back in and add I did even think of classes that add other things like monks or Barbs. Were talking 23 AC on a Monk with little to no effort. Since this race gives Dex and Wis it is just begging to be played by a monk.
Web Techniques: Arachnifolk have small marks that look like bruises on their wrists that they can fire webbing from. This webbing is unusually strong, and can be used in the following ways:
Restraining Webs: You can fire off webs that restrain enemies. Using the Attack action, You can make ranged attack against a target of up to a large size you can see up to 30 feet away. The target must make a Dexterity saving throw or they are grappled by the webs. On their turn, they can attempt to escape this grapple by making an Athletics or Acrobatics check. The Difficulty Class for both the Dexterity saving throw and the Athletics or Acrobatics check is equal to 8+Your Dexterity modifier + Your proficiency bonus.
Zipping Webs: As a bonus action, you can launch a string of webbing towards an unoccupied space up to 30 feet away. You swiftly glide towards that space, ending your turn there. If another creature is in between the space you pick and your current location, Instead of moving towards the space, you and the creature collide half way between you and the creature. You can also choose spaces on vertical structures such as trees or Buildings. You both take 1d4 bludgeoning damage and you are both knocked prone.
Disarming Webs: You can use your webs to disarm opponents. Using the attack action, you can launch a web at a target wielding a weapon that is up to 30 feet a way and is larger than tiny. The target rolls Strength(Athletics) and you roll the same as well. If you roll higher than the target, the weapons zips towards you and you are now holding the weapon, unless the weapon has the two handed property, or is two big for you; as in the weapon was designed for a creature or person of one size or more larger than you. If you roll lower, the target maintains possession
Swinging Webs: Your webs can be used as a form of transportation. As long as you are in a location that has buildings, trees, a cliff, or a mountain that are at least 30 feet high, you gain a temporary flying speed equal to two times your movement speed. You can only fly at a maximum altitude equal to the height of the buildings, trees, cliff, or mountain that you are you using to activate this ability, minus twenty feet. You can raise or lower yourself at will by up to 10 feet. You have a number of hours at which you are able to use this flying speed equal to your proficiency bonus. You can regain all expended hours by taking a long rest.
Whenever you use a web technique other than swinging webs, roll 1d4. You may not use any other web techniques for a number of rounds equal to the number rolled.
So this race gets a better net, a cunning action, a battle master technique, and up 6 hours of flight a day. So, I'm seeing a lot of issues again especially since 1) most of what you get are class features and 2) except for the flying speed, you have once use per encounter basically where as most Racial abilities are either tied to a long rest or short rest. Again making this very good race that begs the question of why there are other races even being played at your table.
Agile Strength: You are fond of using your agility to muster up strength when needed. You gain the following benefits:
You can roll for Acrobatics whenever you would normally roll for Athletics.
When calculating carrying capacity, instead of using your strength number, you can use a number equal to 10, plus your dexterity modifier.
Again you are giving quite a lot to a single race, making them almost a 3 level character just out of the gates. Frankly All of these extras I would only allow 1 or these and maybe split this entire race up in to three subraces, each one getting one of these benefits.
I know you want the superhero feel, but D&D is not superheroes, and most races should not be better than a PC that is of a Classed level. So I would highly recommend rethinking what you want this to do, and maybe even think about switching a lot of this to a subclass of some kind.
Yup. I asked my brother and dad, they thought it was game breaking too. So they said "You can either play this and be a level 1 character in our lv 20 one shot, or you can scrap the idea and make a subclass." I guess I don't have a choice.
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I am making a homebrew class for a character I am trying to make that is similar to Spider-Man. Click on the thing below to view it:
Your Arachnifolk character has a variety of natural abilities;
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age: Arachnifolk Have a similar lifespan to humans, and age similarly, also.
Alignment: Most Arachnifolk try to be lawful and good in their actions, however, like most races, they can be tempted by greed. Most end up being Neutral Good.
Size: Arachnifolk tend to be in similar stature to humans, sometimes mere inches shorter. Your size is Medium.
Speed: Your base walking speed is 35 feet.
Climbing: You have a climbing speed equal to your walking speed.
Premonition: Arachnifolk Have Superior senses compared to humans and other races. You gain the following benefits:
Web Techniques: Arachnifolk have small marks that look like bruises on their wrists that they can fire webbing from. This webbing is unusually strong, and can be used in the following ways:
Whenever you use a web technique other than swinging webs, roll 1d4. You may not use any other web techniques for a number of rounds equal to the number rolled.
Agile Strength: You are fond of using your agility to muster up strength when needed. You gain the following benefits:
I think it's pretty good while not being busted. Don't be afraid to comment below on if you think its too op or underpowered.
My question is how I would add abilities like Premonition, Web techniques, and Agile Strength To the online dnd character sheet. What I mean by this, is I don't see any way to add actions to the character sheet, add a bonus to armor class that changes based on level, or modify the carrying capacity.
Help Pls?
Well, it's a race - not a class. And as far as races go, it's pretty busted by my reckoning. If you'd stopped after Premonition, it'd already be very strong. I'd turn the web stuff into a subclass for Fighter or Monk and take it from there. Also, I'd change the advantage on Wisdom/Perception checks to something that affects passive Perception (advantage on checks doesn't help with passive Perception, which is what a tingling spidey sense would be).
Want to start playing but don't have anyone to play with? You can try these options: [link].
First off, thanks for answering so quickly. Second, because I already chose my class and subclass for this build (Open Hand Monk), I decided against changing it into a subclass, and instead nerfing it.
For starters, I made the base walking speed 30 feet. Next, regarding premonition, I read online that Advantage is on average a +5 bonus, I just allowed them to add their dexterity modifier to passive perception. Lastly, You can't be wearing any armor at all to add to your armor class.
I thought that Web techniques were useful without breaking the game. You have limits on how much you can use the abilities, and swinging webs can really only be used in forests and in cities, making it useless if you're in a region or village that is very grassy or less populated than normal. After all, this is dnd, and dnd is fantasy, and buildings aren't tall in fantasy. But nonetheless, I nerfed it for the sake of the other abilities. Now, Instead of waiting 1d4 rounds, you wait 1d6 rounds, plus 1. So now, You can really only use them once per combat. In addition, I changed Swinging webs so that you move at your base walking speed normally, and you can expend two times the hours to go two times as fast.
Lastly, as a final Nerf, I made The carrying capacity equal 8 plus your proficiency bonus for a respectable 14 at level 20, and just average at level 1.
The race was designed to synergize with monk, and It does that pretty well. I don't want to make an op build, but this is for a level 20 one shot, so at least I'm not the wizard that casts wish before the DM Describes the tavern we start in.
You add actions to a homebrew by simply adding actions to them...? In the homebrewer, there’s a section specifically for Actions, and that even includes a button labeled “Add Action.”
There is no way to automatically add Proficiency bonus to AC.
Those abilities are very overpowered to add to a race. As a DM, I would never allow this race at my table. Check with yours to make sure they are okay with it.
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My opinions on this: Only added where I had feedback.
Frankly I would not allow most of this or would reduce what this gives. - You already have a very decent race before this moment. Either Advantage on all Perception checks or the ability to add to a saving throw, not both. And the lst feature is WAY to strong. Light armor gives you 12+DEx at most which is a 17 at max DEX, yours would give a class that only had light armor a maximum of 20AC before adding on ay class features or shields. This race starts at a +2 to AC before even taking in Score and Armor type. That is Very strong considering most classes that rely on light armor have a starting AC of at most 17 (Studded w/ +5 DEX) - which is a very rare occurrence. Not to mention this gives a Light armor fighter a similar if not better AC than a heavy armored fighter with Plate. And the Light armor gives 0 DEX disadvantage.
Had to go back in and add I did even think of classes that add other things like monks or Barbs. Were talking 23 AC on a Monk with little to no effort. Since this race gives Dex and Wis it is just begging to be played by a monk.
So this race gets a better net, a cunning action, a battle master technique, and up 6 hours of flight a day. So, I'm seeing a lot of issues again especially since 1) most of what you get are class features and 2) except for the flying speed, you have once use per encounter basically where as most Racial abilities are either tied to a long rest or short rest. Again making this very good race that begs the question of why there are other races even being played at your table.
Again you are giving quite a lot to a single race, making them almost a 3 level character just out of the gates. Frankly All of these extras I would only allow 1 or these and maybe split this entire race up in to three subraces, each one getting one of these benefits.
I know you want the superhero feel, but D&D is not superheroes, and most races should not be better than a PC that is of a Classed level. So I would highly recommend rethinking what you want this to do, and maybe even think about switching a lot of this to a subclass of some kind.
Yup. I asked my brother and dad, they thought it was game breaking too. So they said "You can either play this and be a level 1 character in our lv 20 one shot, or you can scrap the idea and make a subclass." I guess I don't have a choice.