Homebrew spells... Cons: can be overpowered or poorly made, have to ask DM... Pros: fun, can be pretty good, DM might say yes.
But... what about a class that lets you make your own spells?
I have notes in my D&D notebook about this class. I call it a Spellcrafter. it's based on a sorcerer because they have natural magic. Their spell slots would be about what a sorcerer has, but they would have to be a lot more careful about how they spend their spell slots (which should balance them out a bit more) because creating spells uses spell slots, regardless of what level they are. Every spell would be unique to the player and the DM would have to decide which spells you can create just depending on their own preferences. Making spells would be deadly, and because it's natural, the force of the magic would come from them. So they'd have to make a death save every time they make a spell, and each level can only make so many spells. Level 0-4 can make 1 each, 5-11 can make 2 each, 12-15 can make 3 each, and 16-20 can make 4 each. That is a maximum of 53 spells, which sounds like a lot, but for a 20 level character?
I like the idea, but instead of making an entirely new class, why not just have it as a sorcerer that uses homebrew spells. If the issue is it doesn't fit the subclass that the player wants why not just make it a subclass of sorcerer? I'm not trying to be rude, I'm just trying to figure out why go through all the extra trouble and work of making a new homebrew class who's entire point is have homebrew spells with it too. In one of the campaigns I'm currently playing in, one for the players is a bloodmancer sorcerer with flavored/homebrew spells. Which made it easier on him, by just using the sorcerer class as a base then focusing on the subclass and spells instead of focuses on making/balancing a whole class. There's no issue in making a whole class if that's what you want to do, but I'm just trying to see why not just make a subclass rather than a whole new class.
I like the idea, but instead of making an entirely new class, why not just have it as a sorcerer that uses homebrew spells. If the issue is it doesn't fit the subclass that the player wants why not just make it a subclass of sorcerer? I'm not trying to be rude, I'm just trying to figure out why go through all the extra trouble and work of making a new homebrew class who's entire point is have homebrew spells with it too. In one of the campaigns I'm currently playing in, one for the players is a bloodmancer sorcerer with flavored/homebrew spells. Which made it easier on him, by just using the sorcerer class as a base then focusing on the subclass and spells instead of focuses on making/balancing a whole class. There's no issue in making a whole class if that's what you want to do, but I'm just trying to see why not just make a subclass rather than a whole new class.
thanks for the suggestions! yea it might do better as a subclass i just enjoy balancing and the complexity. i would probably just give it a few different class specific mechanics and different class traits.
I know what you mean man, I'm constantly homebrewing stuff myself (even have a class almost ready for if they allow that here eventually) but that's what I enjoy about sorcerers, each subclass is basically a completely different caster on their own.
Yup I have different spell slots for it already. I'm also considering using WIS as the spellcasting ability because in pathfinder/4e (i forgot which one) uses WIS for soul/mind more than CHA like in 5e.
It's the Reaver class, based on the Dragon Age 2's Reaver advanced warrior class. It's turned into a love child of barbarian warlock, that uses its' hit dice as a resource
I'm pretty sure any arcane spell caster can make their own spell (with DM approval of course). Several spells are even named after the spellcaster that created them: Aganazzar, Bigby, Drawmij, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Snilloc, Tasha (Iggwilv), and Tenser are all creators of spells still in 5e that I was able to confirm. Most of them are wizards.
I'm pretty sure any arcane spell caster can make their own spell (with DM approval of course). Several spells are even named after the spellcaster that created them: Aganazzar, Bigby, Drawmij, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Snilloc, Tasha (Iggwilv), and Tenser are all creators of spells still in 5e that I was able to confirm. Most of them are wizards.
Oh okay. Are they based around creating spells or is it just an extra bonus?
I'm pretty sure any arcane spell caster can make their own spell (with DM approval of course). Several spells are even named after the spellcaster that created them: Aganazzar, Bigby, Drawmij, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Snilloc, Tasha (Iggwilv), and Tenser are all creators of spells still in 5e that I was able to confirm. Most of them are wizards.
Oh okay. Are they based around creating spells or is it just an extra bonus?
I think some of them were actual player character in gygax's games. Others may just be NPCs, I have no idea how much of D&D lore is from the creators' sessions and how much is just backstory.
I'm pretty sure any arcane spell caster can make their own spell (with DM approval of course). Several spells are even named after the spellcaster that created them: Aganazzar, Bigby, Drawmij, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Snilloc, Tasha (Iggwilv), and Tenser are all creators of spells still in 5e that I was able to confirm. Most of them are wizards.
Oh okay. Are they based around creating spells or is it just an extra bonus?
I think some of them were actual player character in gygax's games. Others may just be NPCs, I have no idea how much of D&D lore is from the creators' sessions and how much is just backstory.
It seems like they're not really an addition to 5e then? I know some people do that for NPCs and I sometimes cast unspecified spells through NPCs (which would be cooler for PCs like how a regular wizard acts in shows and movies, just doing small things without any sign of it). There's apparently a bit about it in the DMG too but I don't have it yet
The way I handle in game spell research and spellcrafting is somewhat simple. Its one month in game time per spell level, A DC check once week to determine progress. Cantrips take 2 weeks. If the spell being crafted is a rework of an older spell you subtract the spell level difference and use that for the months of research. Its also 5,000 gp per month in materials for the research.
Rollback Post to RevisionRollBack
" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
The way I handle in game spell research and spellcrafting is somewhat simple. Its one month in game time per spell level, A DC check once week to determine progress. Cantrips take 2 weeks. If the spell being crafted is a rework of an older spell you subtract the spell level difference and use that for the months of research. Its also 5,000 gp per month in materials for the research.
I guess taking a long time for spellcrafting makes sense, but I'd rather give a lot more risk to it to a) balance the party, b) make it risky and therefore kind of awesome. If it was a wizard subclass that would make more sense though
Failing 3 critical rolls while attempting to create a level 9 spell that ends up wiping out over 1,000 miles of a coastal area isn't enough risk? I've had to remake my maps several times b/c of that. One Time it even it even punched a hole in the spell weave b/c of the nature of the research.
This reminded to double check my homebrew items on here " Hermit's Hovel of Many Forms" is a great method of time skipping on the research.
The time flow works like this:
8 hours is 1 minute outside 1 day in the hovel is 3 minutes outside. 10 days is 30 minutes 1 month is 90 minutes 12 months is 18 hours
" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
Failing 3 critical rolls while attempting to create a level 9 spell that ends up wiping out over 1,000 miles of a coastal area isn't enough risk? I've had to remake my maps several times b/c of that. One Time it even it even punched a hole in the spell weave b/c of the nature of the research.
This reminded to double check my homebrew items on here " Hermit's Hovel of Many Forms" is a great method of time skipping on the research.
The time flow works like this:
8 hours is 1 minute outside 1 day in the hovel is 3 minutes outside. 10 days is 30 minutes 1 month is 90 minutes 12 months is 18 hours
That sounds cool ngl. Anyway it's just the mechanic I made. Also I meant to say balance the class not balance the party
That sounds cool ngl. Anyway it's just the mechanic I made. Also I meant to say balance the class not balance the party
Yeah, my thought behind it was " If I could remake the Hyperbolic Time chamber from the DB franchise and make it both portable and alot more secure how would I do it in D&D?" Spend nearly a day in-game to just to spend a year R&Ding a spell and not really miss much is a great boon to any spellcaster.
" The Shadow Monarch is the ultimate expression of a "One Man Army" even in a team Setting his minions would act as meat shields for the allies while going on the Offensive, maybe in future version I will develop tactics and formations for the minions so the minions and party won't easily be decimated by random monsters or even the character's current enemies."
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Homebrew spells... Cons: can be overpowered or poorly made, have to ask DM... Pros: fun, can be pretty good, DM might say yes.
But... what about a class that lets you make your own spells?
I have notes in my D&D notebook about this class. I call it a Spellcrafter. it's based on a sorcerer because they have natural magic. Their spell slots would be about what a sorcerer has, but they would have to be a lot more careful about how they spend their spell slots (which should balance them out a bit more) because creating spells uses spell slots, regardless of what level they are. Every spell would be unique to the player and the DM would have to decide which spells you can create just depending on their own preferences. Making spells would be deadly, and because it's natural, the force of the magic would come from them. So they'd have to make a death save every time they make a spell, and each level can only make so many spells. Level 0-4 can make 1 each, 5-11 can make 2 each, 12-15 can make 3 each, and 16-20 can make 4 each. That is a maximum of 53 spells, which sounds like a lot, but for a 20 level character?
So... thoughts?
I like the idea, but instead of making an entirely new class, why not just have it as a sorcerer that uses homebrew spells. If the issue is it doesn't fit the subclass that the player wants why not just make it a subclass of sorcerer? I'm not trying to be rude, I'm just trying to figure out why go through all the extra trouble and work of making a new homebrew class who's entire point is have homebrew spells with it too. In one of the campaigns I'm currently playing in, one for the players is a bloodmancer sorcerer with flavored/homebrew spells. Which made it easier on him, by just using the sorcerer class as a base then focusing on the subclass and spells instead of focuses on making/balancing a whole class. There's no issue in making a whole class if that's what you want to do, but I'm just trying to see why not just make a subclass rather than a whole new class.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
thanks for the suggestions! yea it might do better as a subclass i just enjoy balancing and the complexity. i would probably just give it a few different class specific mechanics and different class traits.
I know what you mean man, I'm constantly homebrewing stuff myself (even have a class almost ready for if they allow that here eventually) but that's what I enjoy about sorcerers, each subclass is basically a completely different caster on their own.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Yup I have different spell slots for it already. I'm also considering using WIS as the spellcasting ability because in pathfinder/4e (i forgot which one) uses WIS for soul/mind more than CHA like in 5e.
oh sweet what's the class like?
It's the Reaver class, based on the Dragon Age 2's Reaver advanced warrior class. It's turned into a love child of barbarian warlock, that uses its' hit dice as a resource
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Sounds p cool have you played it?
Still fine tuning it, and I still have a backlog of characters that I'd rather play first. So not yet
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Ah okay. Yeah I have a ton of characters to play still too but I'm always gonna be DM it seems
I'm pretty sure any arcane spell caster can make their own spell (with DM approval of course). Several spells are even named after the spellcaster that created them: Aganazzar, Bigby, Drawmij, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Snilloc, Tasha (Iggwilv), and Tenser are all creators of spells still in 5e that I was able to confirm. Most of them are wizards.
Oh okay. Are they based around creating spells or is it just an extra bonus?
I think some of them were actual player character in gygax's games. Others may just be NPCs, I have no idea how much of D&D lore is from the creators' sessions and how much is just backstory.
It seems like they're not really an addition to 5e then? I know some people do that for NPCs and I sometimes cast unspecified spells through NPCs (which would be cooler for PCs like how a regular wizard acts in shows and movies, just doing small things without any sign of it). There's apparently a bit about it in the DMG too but I don't have it yet
The way I handle in game spell research and spellcrafting is somewhat simple. Its one month in game time per spell level, A DC check once week to determine progress. Cantrips take 2 weeks. If the spell being crafted is a rework of an older spell you subtract the spell level difference and use that for the months of research. Its also 5,000 gp per month in materials for the research.
I guess taking a long time for spellcrafting makes sense, but I'd rather give a lot more risk to it to a) balance the party, b) make it risky and therefore kind of awesome. If it was a wizard subclass that would make more sense though
Failing 3 critical rolls while attempting to create a level 9 spell that ends up wiping out over 1,000 miles of a coastal area isn't enough risk? I've had to remake my maps several times b/c of that. One Time it even it even punched a hole in the spell weave b/c of the nature of the research.
This reminded to double check my homebrew items on here " Hermit's Hovel of Many Forms " is a great method of time skipping on the research.
The time flow works like this:
8 hours is 1 minute outside
1 day in the hovel is 3 minutes outside.
10 days is 30 minutes
1 month is 90 minutes
12 months is 18 hours
That sounds cool ngl. Anyway it's just the mechanic I made. Also I meant to say balance the class not balance the party
Yeah, my thought behind it was " If I could remake the Hyperbolic Time chamber from the DB franchise and make it both portable and alot more secure how would I do it in D&D?" Spend nearly a day in-game to just to spend a year R&Ding a spell and not really miss much is a great boon to any spellcaster.