So I’m new to a lot of the whole “home brew” stuff, so I’d love suggestions! I’m still working on it, but it’s just a few items and things to get my space setting off the ground!
The premise is that earth got destroyed a long time ago, people took off on GIANT continental size space ships, taking all of the earths population in roughly 100 ships designated to last for eons. They are self sustaining with a B- quality of life score. They have a suburban 50’s theme, it’s all pretty and perfect on the inside but underneath is festering underbelly of organized crime and mobs. They brought with them Chems, highly addictive dangerous drug cocktails. Two or three hundred years into the journey they found some asteroids with some alien Symbioties inside (think Venom) they tested on it before it escaped aboard the ship. After years of breeding and finding more Symbioties there is a small but still sizable portion of the population carrying them.
That’s all! Thanks for any feed back or ideas, I need help with balancing stuff.
Do the Symbiotes work similar to venom? if so, then I have the perfect thing for you. In the Ravenloft sourcebook, there are multiple dark gifts that a DM can chose to give to a character. One of such dark gifts is an alternate personality, contact to another being, or something else that latched onto your mind. Either way, you have a Symbiotic Being.
Symbiotic Being
A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and other assistance, either of its own volition or because of your intertwined nature. The symbiote has its own personality and agenda, which might be at odds with yours. If you ignore the symbiote’s desires, it might strive to interfere with you. There is no way to be rid of the symbiote while you have this Dark Gift. Even if you go to drastic lengths, such as severing the part of your body where the symbiote resides, it reappears on your body in another location at the next midnight.
Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your body. Additionally, you gain the traits that follow.
Symbiotic Nature
d6
Symbiote
1
Tiny humanoid facial features protruding from your torso, palm, or the back of your head
2
An alien appendage inside an unhealing wound
3
A burrowing, worm-like being
4
An intrusive thought that inhabits your mind
5
A living tattoo
6
Crystal growths that replace a portion of your body
Entwined Existence. Your symbiote is a separate entity with its own physical form bound to yours. It isn’t a separate creature and relies on you to survive. It has Intelligence, Wisdom, and Charisma scores. The DM sets the symbiote’s abilities or determines them randomly (roll 4d6 for each score, ignoring the lowest roll and totaling the rest). The symbiote can see and hear using your senses.
The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you don’t already have it, representing the symbiote’s counsel and guidance.
If you die, so does your symbiote. If you are subsequently returned to life, your symbiote revives as well.
Sustained Symbiosis. Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.
Once you succeed on a saving throw due to this trait, the symbiote can’t use it again until you finish a long rest.
Symbiotic Agenda. Your symbiote has an agenda that drives it, and it expects you to assist it in achieving those goals. How permissive or patient it is in resolving its agenda depends on its personality (work with your DM to determine these details). If you have an opportunity to advance its agenda and don’t act on it, the symbiote can try to force your hand. You must succeed on a Charisma saving throw (DC 12 + the symbiote’s Charisma modifier) or be charmed by the symbiote for 1d12 hours. While charmed, you must try to follow the symbiote’s commands. If you take damage that is not self-inflicted, you can repeat the saving throw, ending the effect on a success.
Roll or choose from the Symbiotic Agenda table to determine the symbiote’s goal, working with your DM to detail the specifics or create another agenda.
Symbiotic Agenda
d6
Agenda
1
The symbiote seeks to destroy a specific type of being, such as fiends, trolls, or paladins.
2
The symbiote craves knowledge and is determined to solve a mystery or learn a secret.
3
The symbiote wants to bring a prophecy to fruition or to thwart one.
4
The symbiote seeks to defend the servants and interests of a powerful being or organization.
5
The symbiote wants to keep you from harm at all costs and believes it knows what’s best for you.
6
The symbiote seeks to experience new sensations, the more bizarre the better.
Do the Symbiotes work similar to venom? if so, then I have the perfect thing for you. In the Ravenloft sourcebook, there are multiple dark gifts that a DM can chose to give to a character. One of such dark gifts is an alternate personality, contact to another being, or something else that latched onto your mind. Either way, you have a Symbiotic Being.
oh awesome! it works just like Venom! this is super cool, thanks.
The wrist blade should be light, the expanding baton should deal 1d12(1d10, but these guns are kinda overpowered) The guns should be reloadable as a bonus action without the feat if proficient, bolt slinger should be reduced to 1d10
Armor:
Ammo resistant plating and HSPP should cause disadvantage on stealth. HSPP should have Str 13 or 15(like plate)
Feat:
As I said, anyone proficient should get to do this.
Lightsaber, Pyscho nautics, Resonance fist:
Fine as they are, but should be restricted(maybe a sci fi equiavalent of a magic item?)
The wrist blade should be light, the expanding baton should deal 1d12(1d10, but these guns are kinda overpowered) The guns should be reloadable as a bonus action without the feat if proficient, bolt slinger should be reduced to 1d10
Armor:
Ammo resistant plating and HSPP should cause disadvantage on stealth. HSPP should have Str 13 or 15(like plate)
Feat:
As I said, anyone proficient should get to do this.
Lightsaber, Pyscho nautics, Resonance fist:
Fine as they are, but should be restricted(maybe a sci fi equiavalent of a magic item?)
Chems are sci fi potions
[REDACTED]
I agree with the comment on the wrist blade, Your opinions of the damage on these things are pretty much completely random (Why [REDACTED] should a re-flavored quarter staff deal 1d12 damage?.) The reload as bonus action should be kept as a feat, the same thing applies to current dnd firearms, and to crossbows.
Their sci-fi, obviously lighter and less clunky than real-life armor, gives an extra bit of flavor to the setting, and barely matters balance-wise.
Already [REDACTED] commented on your feat point
[REDACTED] they literally say they are magic items at the top of the section
Chems are sci-fi drugs, not potions, they have a much more feasible range of effects, and have dangerous side effects.
The wrist blade should be light, the expanding baton should deal 1d12(1d10, but these guns are kinda overpowered) The guns should be reloadable as a bonus action without the feat if proficient, bolt slinger should be reduced to 1d10
Armor:
Ammo resistant plating and HSPP should cause disadvantage on stealth. HSPP should have Str 13 or 15(like plate)
Feat:
As I said, anyone proficient should get to do this.
Lightsaber, Pyscho nautics, Resonance fist:
Fine as they are, but should be restricted(maybe a sci fi equiavalent of a magic item?)
Chems are sci fi potions
[REDACTED]
That's just plain rude.
I agree with the comment on the wrist blade
At least that's one thing we can agree on
Your opinions of the damage on these things are pretty much completely random (Why [REDACTED] should a re-flavored quarter staff deal 1d12 damage?.) The reload as bonus action should be kept as a feat, the same thing applies to current dnd firearms, and to crossbows.
Quarter staff thingy is a versatile melee weapon. Those commonly deal 1d10 damage with two hands, and the weapons here are more advanced than basic D&D. Sci-fi firearms are different from UA firearms, and from crossbows.
Their sci-fi, obviously lighter and less clunky than real-life armor, gives an extra bit of flavor to the setting, and barely matters balance-wise.
At least the HSPP should impose disadvantage, and how is that setting flavor?
Already [REDACTED] commented on your feat point
This is a underpowered feat.
[REDACTED] they literally say they are magic items at the top of the section
I am not; good point.
Chems are sci-fi drugs, not potions, they have a much more feasible range of effects, and have dangerous side effects.
The wrist blade should be light, the expanding baton should deal 1d12(1d10, but these guns are kinda overpowered) The guns should be reloadable as a bonus action without the feat if proficient, bolt slinger should be reduced to 1d10
Armor:
Ammo resistant plating and HSPP should cause disadvantage on stealth. HSPP should have Str 13 or 15(like plate)
Feat:
As I said, anyone proficient should get to do this.
Lightsaber, Pyscho nautics, Resonance fist:
Fine as they are, but should be restricted(maybe a sci fi equiavalent of a magic item?)
Chems are sci fi potions
I'm gonna respond to this stupidity on behalf of the creator
That's just plain rude.
I agree with the comment on the wrist blade
At least that's one thing we can agree on
Your opinions of the damage on these things are pretty much completely random (Why the **** should a re-flavored quarter staff deal 1d12 damage?.) The reload as bonus action should be kept as a feat, the same thing applies to current dnd firearms, and to crossbows.
Quarter staff thingy is a versatile melee weapon. Those commonly deal 1d10 damage with two hands, and the weapons here are more advanced than basic D&D. Sci-fi firearms are different from UA firearms, and from crossbows.
Their sci-fi, obviously lighter and less clunky than real-life armor, gives an extra bit of flavor to the setting, and barely matters balance-wise.
At least the HSPP should impose disadvantage, and how is that setting flavor?
Already beat up your feat point
This is a underpowered feat.
You are an idiot, they literally say they are magic items at the top of the section
I am not; good point.
Chems are sci-fi drugs, not potions, they have a much more feasible range of effects, and have dangerous side effects.
They are the sci fi equiavalent of drugs.
I am one step away from reporting you for repeatedly calling me a idiot. These are forums, not a free for all of insults.
um, thanks for your opinions? i'll keep some of what you said in mind.
Not at all! The stuff at the bottom is really more for my players, that’s not hard rules. (That goes for all the lore) I didn’t even end up finishing that bit because my players picked their things and it didn’t feel that important. Anyway, feel free!
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So I’m new to a lot of the whole “home brew” stuff, so I’d love suggestions! I’m still working on it, but it’s just a few items and things to get my space setting off the ground!
https://docs.google.com/document/d/1UUGXEusrEnUazTtE1vF5-gAuTClyr1OAJ-LzX3kKCcE/edit?usp=sharing
lore dump if you want it!
The premise is that earth got destroyed a long time ago, people took off on GIANT continental size space ships, taking all of the earths population in roughly 100 ships designated to last for eons. They are self sustaining with a B- quality of life score. They have a suburban 50’s theme, it’s all pretty and perfect on the inside but underneath is festering underbelly of organized crime and mobs. They brought with them Chems, highly addictive dangerous drug cocktails. Two or three hundred years into the journey they found some asteroids with some alien Symbioties inside (think Venom) they tested on it before it escaped aboard the ship. After years of breeding and finding more Symbioties there is a small but still sizable portion of the population carrying them.
That’s all! Thanks for any feed back or ideas, I need help with balancing stuff.
Do the Symbiotes work similar to venom? if so, then I have the perfect thing for you. In the Ravenloft sourcebook, there are multiple dark gifts that a DM can chose to give to a character. One of such dark gifts is an alternate personality, contact to another being, or something else that latched onto your mind. Either way, you have a Symbiotic Being.
Symbiotic Being
A second being resides within your body along with you. It manifests physically somewhere on you and relies on you for its survival. At the same time, it offers you knowledge and other assistance, either of its own volition or because of your intertwined nature. The symbiote has its own personality and agenda, which might be at odds with yours. If you ignore the symbiote’s desires, it might strive to interfere with you. There is no way to be rid of the symbiote while you have this Dark Gift. Even if you go to drastic lengths, such as severing the part of your body where the symbiote resides, it reappears on your body in another location at the next midnight.
Roll on or choose an option from the Symbiotic Nature table to determine what sort of symbiotic being shares your body. Additionally, you gain the traits that follow.
Symbiotic Nature
Entwined Existence. Your symbiote is a separate entity with its own physical form bound to yours. It isn’t a separate creature and relies on you to survive. It has Intelligence, Wisdom, and Charisma scores. The DM sets the symbiote’s abilities or determines them randomly (roll 4d6 for each score, ignoring the lowest roll and totaling the rest). The symbiote can see and hear using your senses.
The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you don’t already have it, representing the symbiote’s counsel and guidance.
If you die, so does your symbiote. If you are subsequently returned to life, your symbiote revives as well.
Sustained Symbiosis. Your symbiote has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a success. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.
Once you succeed on a saving throw due to this trait, the symbiote can’t use it again until you finish a long rest.
Symbiotic Agenda. Your symbiote has an agenda that drives it, and it expects you to assist it in achieving those goals. How permissive or patient it is in resolving its agenda depends on its personality (work with your DM to determine these details). If you have an opportunity to advance its agenda and don’t act on it, the symbiote can try to force your hand. You must succeed on a Charisma saving throw (DC 12 + the symbiote’s Charisma modifier) or be charmed by the symbiote for 1d12 hours. While charmed, you must try to follow the symbiote’s commands. If you take damage that is not self-inflicted, you can repeat the saving throw, ending the effect on a success.
Roll or choose from the Symbiotic Agenda table to determine the symbiote’s goal, working with your DM to detail the specifics or create another agenda.
Symbiotic Agenda
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
oh awesome! it works just like Venom! this is super cool, thanks.
Warlock subclass could be the symbiotic being.
Check out my Homebrew.
Spells, Monsters, Magic Items, Backgrounds, Feats, Races, and Subclasses
Oh, I like that idea! Could be a lot of potential role play between you and your patron living inside you.
Feedback:
Weapons:
The wrist blade should be light, the expanding baton should deal 1d12(1d10, but these guns are kinda overpowered) The guns should be reloadable as a bonus action without the feat if proficient, bolt slinger should be reduced to 1d10
Armor:
Ammo resistant plating and HSPP should cause disadvantage on stealth. HSPP should have Str 13 or 15(like plate)
Feat:
As I said, anyone proficient should get to do this.
Lightsaber, Pyscho nautics, Resonance fist:
Fine as they are, but should be restricted(maybe a sci fi equiavalent of a magic item?)
Chems are sci fi potions
[REDACTED]
I agree with the comment on the wrist blade, Your opinions of the damage on these things are pretty much completely random (Why [REDACTED] should a re-flavored quarter staff deal 1d12 damage?.) The reload as bonus action should be kept as a feat, the same thing applies to current dnd firearms, and to crossbows.
Their sci-fi, obviously lighter and less clunky than real-life armor, gives an extra bit of flavor to the setting, and barely matters balance-wise.
Already [REDACTED] commented on your feat point
[REDACTED] they literally say they are magic items at the top of the section
Chems are sci-fi drugs, not potions, they have a much more feasible range of effects, and have dangerous side effects.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
That's just plain rude.
At least that's one thing we can agree on
Quarter staff thingy is a versatile melee weapon. Those commonly deal 1d10 damage with two hands, and the weapons here are more advanced than basic D&D. Sci-fi firearms are different from UA firearms, and from crossbows.
At least the HSPP should impose disadvantage, and how is that setting flavor?
This is a underpowered feat.
I am not; good point.
They are the sci fi equiavalent of drugs.
[REDACTED]
um, thanks for your opinions? i'll keep some of what you said in mind.
Edit: spelling errors
Just so you know, I was yelling at Zenlos 2_0, not you
yeah i gathered that, what would you suggest (as the not rude person) i do to change the feat?
Maybe +1 to Dexterity and a small benefit like ignoring half cover?
This is so cool! Mind if I use it for a campaign?
Mendigo— Leader and only individual organism of the Jerry Hive. Used to play him in DM Training Ground—You are in a Room. It’s really fun— go check it out!
’If you find a fork in the road, pick it up, stab the next person that comes by with it, and run off with their stuff’ - some random guy’s signature
Just flat minds in a flat world with flat dreams. Boooooring. Who wants to cause some chaos?
Not at all! The stuff at the bottom is really more for my players, that’s not hard rules. (That goes for all the lore) I didn’t even end up finishing that bit because my players picked their things and it didn’t feel that important. Anyway, feel free!