This post serves as a unified collection of my Homebrew content. As I publish things I hope to update this. Why? Because I hope other people do the same thing. Some of you have created some awesome stuff: fun, balanced, usable, and I want to see what else you come up with.
Barrister (Lawyer) This is what it sounds like, you were/are a lawyer. You have some respect and also some negative reactions, and you can more easily answer legal questions
Fey-Touched: Changeling You aren't really "real" You were placed on the material plane to replace someone who was taken as a child...and you're a little weird in an alien way.
Fey-Touched: The Courtly Ward You were taken while in the Feywild and for whatever reason viewed with favor, so much so that you served a Fey Highlord as a member of his court. Membership has its privileges.
Innkeeper / Tavern-keep This one is also what it sounds like. You own a taser or inn somewhere, based on the type of establishment you have learned different skills. Also it makes a modest amount of money for you (and can lose a little too)
Physician (Doctor) This one is also what it sounds like. You are a physician, you went to medical school. You may or may not be a magic user, but you know how to heal people using mundane skills.
Shadow of the Ebon Blade There is a sentient shadow blade which is bent on taking the lives of criminals it deems "deserving." It has built up quite an organization over the years. It lends it's powers to Hexblade warlocks, though not being one does not exclude this background.
Feats
I don't currently intend on publishing a feat (unless I get really inspired). Homebrew feats I've seen tend to either be OP or a re-skinning of an existing feat.
Spells
Away Have you ever just wanted to get away? Thought "Good, gracious, I'd rather be anywhere but here!" This is your spell. Teleport a random distance in a random direction.
Diffuse Oils You create a magical essential oils diffuser which creates a massive cloud of wrenching and incapacitation. Some non-combatant npc females are immune and think it smells nice, and want to start selling it to their friends and relatives.
Soul Magnetism Ever felt attracted to someone? Really, REALLY attracted? This spell lets you force such an attraction. Not an attraction attraction, mind you, a literal attraction. You are both forced closer to each other.
Items
Orb of Experiences This basically adds a tracker to your character sheet to track whether or not you've granted a fellow player experience for good role-playing this session. This is a technique I use as a GM to allow players to see that others appreciate their role playing and attempt to encourage it.
Fool's Gold This item is pending a way to allow content creators to add an item with a count (like arrows)
Monsters
Kooee This is basically a giant guinea pig mount / pack animal that the Roedorians use rather than horses.
I find it hilarious you say in one post that people keep having feats to be overpowered so you will not do them yourself (which makes no sense) but then in another post advertise somebody's spells which are, with one exception (sumo slam), otherwise extremely overpowered.
You may want to consider putting links to your published works so we can see them.
As for Fool's Gold, which sounds interesting, and yes, will need to wait until we can have it group by quantity but I would suggest list the item describing it as a coin resembling 1 GP piece but is made of fake gold. I would imagine you describe a DC for an Intelligence (Investigation) check (maybe DC 15) to determine if somebody inspecting it could find out it is fake.
Your spells seem interesting. Will have to go check for levels and whatnot but the concept is nice. Likewise the Changeling background concept is fascinating.
Edit
Taken a look at your spells.
Away- travelling 1 to 4 miles as a level 2 spell when even level 4 spells are only 500 metres is way overpowered. The randomness is not that much of a detriment. Being able to bamf out of a tricky situation with a mile or more headstart on the enemies after you is rather extreme for a level 2, or even level 4. I'd consider level 5 to be the lowest this spell could be and remain balanced, or 6 if you could choose direction. You're also over complicating the direction. Just roll 1d8 and assign North to 1 and move clockwise. Have a clause that you the teleporting is not exact and you'll appear in a large enough unoccupied space apporoximately in that direction and distance. Your way of 4d10, with 0s counting as 0s (eh? It's a d10 not a d100, there are no zeros on a d10. the 10-sided dice with 00 to 90 shouldn't be used for an ordinary d10 roll, hence why standard dice sets rarely include them) and multiplying by 10 degrees is, well, weird. They could roll 40, so 400 degrees? Direction cannot be determined by degrees greater than 360 and frankly being that precise with degrees for a direction is rather silly for a game that has spent the better part of a decade trying to distance itself from it's overly mathy predecessors of 3.5 and earlier. This is why we have advantage and disadvantage instead of various bonuses and penalties. Rolling 1d8 is much simpler than rolling 4d10s and multiplying by 10.
Soul Magnetism - your cantrip affects caster and another creature they can see. You do know that the human eye can make out a person (not enough to confirm specific identity but enough to go "there's somebody there in a <colour> top!" at around 2-3 miles minimum, right? I have a slight visual impairment and I can distinctly make out the farm animals on a hill farm over 3 and a half miles away. So your cantrip has a range greater than almost any other line of sight spell in all of D&D and not only this but you force movement of that creature with no save or resistance at all?! And if that's not bad enough to allow the cantrip to progress to affect even more creatures? There are high level spells that cannot do this. For a cantrip I would recommend, do not have multiple targets, 120 ft distance, target gets a save: wisdom if this is an enchantment (mental compulsion) or charisma if a conjuration (manipulating space/dimensions) or strength if transmutation (movement is telekinetic/force in nature). This spell is definitely not Abjuration which must be actively protecting - this spell of yours has more uses in control and combat and can be used to force enemies into hazards. Also, while it may affect yourself as well, the main target is really the creature you target making this a "range" spell, even if it affects you too. You would only use "self" if it affects only you or if it was an Area of Effect coming from you (like a thunderwave).
I think you need to address the balance issues in these spells at least. They're adventurers not demigods. They're interesting concepts, definitely, and kudos on that. But really out of balance. But hey, this is what threads like these are for - to work this stuff out, right? :D
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Hmm, as to the spells I advertised, I’ll have to review again, but I love “Egg” and “Summon a Guy” so maybe I’ll review the rest again and edit the list. If they are unbalanced then shame on me for not more fully reviewing. In any case I love the two spells I mentioned. I’m mobile right now so I’ll have to do it later.
There should be links to everything that’s published. Let me know if there is a broken one.
There are two more Fey-Touched backgrounds I’ll be publishing if these two finally get approved.
As for the fools gold you could have a dc check I guess, but as there is no way to make more unless the GM creates one, I’m not too worried.
And yes, I love interesting spells. If you’ve come across good ones, by all means let me know
Relative Power: travelling 1 to 4 miles as a level 2 spell when even level 4 spells are only 500 metres is way overpowered. The randomness is not that much of a detriment. Being able to bamf out of a tricky situation with a mile or more headstart on the enemies after you is rather extreme for a level 2, or even level 4. I'd consider level 5 to be the lowest this spell could be and remain balanced, or 6 if you could choose direction.
Simpler mechanics: You're also over complicating the direction. Just roll 1d8 and assign North to 1 and move clockwise. Have a clause that you the teleporting is not exact and you'll appear in a large enough unoccupied space apporoximately in that direction and distance.
Confusion over wording: Your way of 4d10, with 0s counting as 0s (eh? It's a d10 not a d100, there are no zeros on a d10. the 10-sided dice with 00 to 90 shouldn't be used for an ordinary d10 roll, hence why standard dice sets rarely include them) and multiplying by 10 degrees is, well, weird. They could roll 40, so 400 degrees? Direction cannot be determined by degrees greater than 360 and frankly being that precise with degrees for a direction is rather silly for a game that has spent the better part of a decade trying to distance itself from it's overly mathy predecessors of 3.5 and earlier. This is why we have advantage and disadvantage instead of various bonuses and penalties. Rolling 1d8 is much simpler than rolling 4d10s and multiplying by 10.
Range: your cantrip affects caster and another creature they can see. You do know that the human eye can make out a person (not enough to confirm specific identity but enough to go "there's somebody there in a <colour> top!" at around 2-3 miles minimum, right? I have a slight visual impairment and I can distinctly make out the farm animals on a hill farm over 3 and a half miles away. So your cantrip has a range greater than almost any other line of sight spell in all of D&D and not only this but you force movement of that creature with no save or resistance at all?! And if that's not bad enough to allow the cantrip to progress to affect even more creatures? There are high level spells that cannot do this.
Resistance: For a cantrip I would recommend, do not have multiple targets, 120 ft distance, target gets a save: wisdom if this is an enchantment (mental compulsion) or charisma if a conjuration (manipulating space/dimensions) or strength if transmutation (movement is telekinetic/force in nature).
Classification: This spell is definitely not Abjuration which must be actively protecting - this spell of yours has more uses in control and combat and can be used to force enemies into hazards. Also, while it may affect yourself as well, the main target is really the creature you target making this a "range" spell, even if it affects you too. You would only use "self" if it affects only you or if it was an Area of Effect coming from you (like a thunderwave).
I think you need to address the balance issues in these spells at least. They're adventurers not demigods. They're interesting concepts, definitely, and kudos on that. But really out of balance. But hey, this is what threads like these are for - to work this stuff out, right? :D
Relative power: I guess to me the sheer randomness, and use outside seemed pretty crippling. I think if anything I should alter the casting time... make it be a "protect the caster while he get's the cast off" kind of thing...but I'm willing to revisit the spell level.
Simpler Mechanics: A d8 would definitely be a simplification and give you a basic compass rose notation. Not a bad suggestion.
Wording: So, on my d10's there are 0's in place of a 10. So if you treated each d10 as 0-9 and added them all together you wind up with a number between 0 and 18. I'm sure the wording could be improved.
Range: You bring up a very valid point. I had not really thought out all the ramifications of a range like that. I'll probably follow your advice and change to 120 ft.
Resistance: Perhaps. I don't view a 5' yank towards yourself that also yanks you toward them as Demigod-like. Situationally, sure. I definitely see your point about the range, pulling someone off a battlement at infinite range is definitely not what I had intended. I really saw it more of a way to draw someone away from a friend while also reducing that creatures range to you, and also one of the "Shenanigan" spells that you can use creatively... in fact I think that Shenanigan should be in the book same as Abjuration. :). I'll think on it and play test it a bit.
Classification: I could have sworn there was some other spell which moved people that I based the classification on originally, because honestly spell classification is NOT my strong suit...like at all. Do you have a link to an article (or reference materials) which simply classify/define them?
If I may suggest a few things for Away and Soul Magnetism.
Away makes me think of "This was a terrible idea." which in turns reminds me of scatter, a similar 6th level spell. I suggest instead of 8 creatures, it has a range of self and perhaps make it a reaction. I agree with Cyb3rM1nd's suggestions on direction and perhaps have the range be 1d8x10 feet, or 1d6x10 feet. Perhaps remove the surface requirement and simply say that "if the spot you teleport into is occupied, you appear in the closest unoccupied spot." If you are steadfast on the 4d10 system, I suggest counting the zeros as tens and simply subtracting 4.
Soul Magnetism is weirdly written as it does not use the second person. Other than that, I would suggest removing the second paragraph as it does not make a whole lot of sense. I would also recommend that you make the range 60 feet or something around that. A target creature with a soul could also be described as a creature that is not undead, a construct, celestial, fiend, or fey. A wisdom saving throw would be complementary.
Oh, yes! Classification! Soul Magnetism is a Conjuration spell, definitely.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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This post serves as a unified collection of my Homebrew content. As I publish things I hope to update this. Why? Because I hope other people do the same thing. Some of you have created some awesome stuff: fun, balanced, usable, and I want to see what else you come up with.
Color Key:
Races
Subclasses
Once this feature is released.
Backgrounds
This is what it sounds like, you were/are a lawyer. You have some respect and also some negative reactions, and you can more easily answer legal questions
You aren't really "real" You were placed on the material plane to replace someone who was taken as a child...and you're a little weird in an alien way.
You were taken while in the Feywild and for whatever reason viewed with favor, so much so that you served a Fey Highlord as a member of his court. Membership has its privileges.
This one is also what it sounds like. You own a taser or inn somewhere, based on the type of establishment you have learned different skills. Also it makes a modest amount of money for you (and can lose a little too)
This one is also what it sounds like. You are a physician, you went to medical school. You may or may not be a magic user, but you know how to heal people using mundane skills.
There is a sentient shadow blade which is bent on taking the lives of criminals it deems "deserving." It has built up quite an organization over the years. It lends it's powers to Hexblade warlocks, though not being one does not exclude this background.
Feats
I don't currently intend on publishing a feat (unless I get really inspired). Homebrew feats I've seen tend to either be OP or a re-skinning of an existing feat.
Spells
Have you ever just wanted to get away? Thought "Good, gracious, I'd rather be anywhere but here!" This is your spell. Teleport a random distance in a random direction.
You create a magical essential oils diffuser which creates a massive cloud of wrenching and incapacitation. Some non-combatant npc females are immune and think it smells nice, and want to start selling it to their friends and relatives.
Ever felt attracted to someone? Really, REALLY attracted? This spell lets you force such an attraction. Not an attraction attraction, mind you, a literal attraction. You are both forced closer to each other.
Items
This basically adds a tracker to your character sheet to track whether or not you've granted a fellow player experience for good role-playing this session. This is a technique I use as a GM to allow players to see that others appreciate their role playing and attempt to encourage it.
This item is pending a way to allow content creators to add an item with a count (like arrows)
Monsters
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
Other Great Content by Other Folks
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
I find it hilarious you say in one post that people keep having feats to be overpowered so you will not do them yourself (which makes no sense) but then in another post advertise somebody's spells which are, with one exception (sumo slam), otherwise extremely overpowered.
You may want to consider putting links to your published works so we can see them.
As for Fool's Gold, which sounds interesting, and yes, will need to wait until we can have it group by quantity but I would suggest list the item describing it as a coin resembling 1 GP piece but is made of fake gold. I would imagine you describe a DC for an Intelligence (Investigation) check (maybe DC 15) to determine if somebody inspecting it could find out it is fake.
Your spells seem interesting. Will have to go check for levels and whatnot but the concept is nice. Likewise the Changeling background concept is fascinating.
Edit
Taken a look at your spells.
Away - travelling 1 to 4 miles as a level 2 spell when even level 4 spells are only 500 metres is way overpowered. The randomness is not that much of a detriment. Being able to bamf out of a tricky situation with a mile or more headstart on the enemies after you is rather extreme for a level 2, or even level 4. I'd consider level 5 to be the lowest this spell could be and remain balanced, or 6 if you could choose direction. You're also over complicating the direction. Just roll 1d8 and assign North to 1 and move clockwise. Have a clause that you the teleporting is not exact and you'll appear in a large enough unoccupied space apporoximately in that direction and distance. Your way of 4d10, with 0s counting as 0s (eh? It's a d10 not a d100, there are no zeros on a d10. the 10-sided dice with 00 to 90 shouldn't be used for an ordinary d10 roll, hence why standard dice sets rarely include them) and multiplying by 10 degrees is, well, weird. They could roll 40, so 400 degrees? Direction cannot be determined by degrees greater than 360 and frankly being that precise with degrees for a direction is rather silly for a game that has spent the better part of a decade trying to distance itself from it's overly mathy predecessors of 3.5 and earlier. This is why we have advantage and disadvantage instead of various bonuses and penalties. Rolling 1d8 is much simpler than rolling 4d10s and multiplying by 10.
Soul Magnetism - your cantrip affects caster and another creature they can see. You do know that the human eye can make out a person (not enough to confirm specific identity but enough to go "there's somebody there in a <colour> top!" at around 2-3 miles minimum, right? I have a slight visual impairment and I can distinctly make out the farm animals on a hill farm over 3 and a half miles away. So your cantrip has a range greater than almost any other line of sight spell in all of D&D and not only this but you force movement of that creature with no save or resistance at all?! And if that's not bad enough to allow the cantrip to progress to affect even more creatures? There are high level spells that cannot do this. For a cantrip I would recommend, do not have multiple targets, 120 ft distance, target gets a save: wisdom if this is an enchantment (mental compulsion) or charisma if a conjuration (manipulating space/dimensions) or strength if transmutation (movement is telekinetic/force in nature). This spell is definitely not Abjuration which must be actively protecting - this spell of yours has more uses in control and combat and can be used to force enemies into hazards. Also, while it may affect yourself as well, the main target is really the creature you target making this a "range" spell, even if it affects you too. You would only use "self" if it affects only you or if it was an Area of Effect coming from you (like a thunderwave).
I think you need to address the balance issues in these spells at least. They're adventurers not demigods. They're interesting concepts, definitely, and kudos on that. But really out of balance. But hey, this is what threads like these are for - to work this stuff out, right? :D
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Hmm, as to the spells I advertised, I’ll have to review again, but I love “Egg” and “Summon a Guy” so maybe I’ll review the rest again and edit the list. If they are unbalanced then shame on me for not more fully reviewing. In any case I love the two spells I mentioned. I’m mobile right now so I’ll have to do it later.
There should be links to everything that’s published. Let me know if there is a broken one.
There are two more Fey-Touched backgrounds I’ll be publishing if these two finally get approved.
As for the fools gold you could have a dc check I guess, but as there is no way to make more unless the GM creates one, I’m not too worried.
And yes, I love interesting spells. If you’ve come across good ones, by all means let me know
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
Breakding down your comments / questions by topic so I can more easily reply
Playtesting Fugare Draconis, an epic tale of adventure, loss, and redemption
If I may suggest a few things for Away and Soul Magnetism.
Away makes me think of "This was a terrible idea." which in turns reminds me of scatter, a similar 6th level spell. I suggest instead of 8 creatures, it has a range of self and perhaps make it a reaction. I agree with Cyb3rM1nd's suggestions on direction and perhaps have the range be 1d8x10 feet, or 1d6x10 feet. Perhaps remove the surface requirement and simply say that "if the spot you teleport into is occupied, you appear in the closest unoccupied spot." If you are steadfast on the 4d10 system, I suggest counting the zeros as tens and simply subtracting 4.
Soul Magnetism is weirdly written as it does not use the second person. Other than that, I would suggest removing the second paragraph as it does not make a whole lot of sense. I would also recommend that you make the range 60 feet or something around that. A target creature with a soul could also be described as a creature that is not undead, a construct, celestial, fiend, or fey. A wisdom saving throw would be complementary.
Oh, yes! Classification! Soul Magnetism is a Conjuration spell, definitely.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett