Why do you want/need homebrew? I mean, you defended yourself in another thread saying homebrew gives you more creative freedom, but like creativity is built upon an understanding/cognizance of the medium in which its exercised, in this case the content of the game as written, and the homebrew creator recognizes the need they have in their game asking for a homebrew fix. I mean have you tried to play the game as written? And if so, what about it is stifling your creativity or what you see as the game you want to play. I mean "homebrew" is a pretty broad category, and your question can't really be answered till you're more upfront with what you're trying to accomplish through the incorporation of homebrew.
sorry i failed to be more specific, i meant stuff like random magic items i can scatter about and have a little fun, I"m steadily creating stuff that can turn the tides of the story so i have no worries on that. but, i just wanted a couple items to add that won't have a major effect on anything, just general stuff a
Edit: the thing about me defending my creativity, they told me to stop making stuff that doesn't exist in the regular game
and yes i have played the game normally. it just felt, slightly boring, not in the way that i wasnt interested, but in the way that it didnt have the personal feeling and connection in the story, so i went out on a limb ans made a mostly homebrew and home made campaign where i can truly connect to my players
some of the most interesting items I have given my party are ones with seemingly simple abilities, but which they used for other purposes.
one was a Macguffin sword that ends curses. They used it to scratch out the runes in an evil ritual and save their mounts from being illiterate. They also mistakenly used it on the bad guy after the hexblade had cursed him. The sword was called "The Cursebreaker". they should have seen it coming.
So the thin I would suggest is to make some items with interesting abilities that seem weak, and then see what your players do with them!
It's good to play around and experiment - it's a game, after all - as long as everyone is having fun. It's also useful to learn from others' experiences, and I may suggest finding some general world-building guides. They'll help give you some direction with your homebrew - what are good things to consider and how you can use the tools you have to impact the "feel" of the world. I don't actually have a particular one to recommend, though.
When it comes to homebrewing minor items, I work forward: I think of a tool, device, or useful item, then what kind of enchantment might be convenient, then why that's a bad idea, then try again until I come up with something.
For example, just now I looked around and saw a globe: That might make a good magic item! Or a map. Automapping would work on a map but not as well on a globe unless it's a world exploration campaign, but at the map level that's a huge pain for the DM. Nope. Teleporting to a destination is probably too powerful even for a high-level party. Ooh, or navigational charts instead of a globe or map. No, an atlas. An atlas that helps them travel. When they choose a destination, it guarantees good weather - no, good conditions: Weather, grazing and foraging, roads and bridges well-maintained. It clears fallen trees and overgrown trails while they pass. Say it improves travel time over long distance by 25%. Maybe more. It's incomplete but covers an area appropriate to where they're at in the campaign. The PCs can add maps to it that they've created or purchased. There we go, one homebrew item.
(Edit: Of course, I immediately second-guess a couple things. They should probably select a route, not just a destination, and perhaps they must describe it aloud such that someone might overhear. Possibly the atlas is designed to lure travelers into a trap if they pass too close to Adventure Hook Mountain. Possibly it can be sabotaged. Maybe adding a bad map leads to a bad result: Something to think about.)
In my opinion to many funny magic items makes a campaign ridiculous, one is funny. Two might still be funny but more than that and they start to get ridiculous.
I will steal an idea from a book.
A mighty wizard was tasked by his king to create a large list of powerful sentient magic items as gift from the king for the court of the kingdom. Well he resented spending the rest of his days doing the kings bidding and in retaliation he did just as he was told. He created the greatest of magic items each and everyone sentient. But they were not perfect, they all had minor to serious mental problems, normally they were just extremely lonely and VERY talkative. In the end they all tried to take over their attuned wielders and force them to find the others. But before they took them totally over they claimed from the beginning to know the location of great riches and power and wanted to take their new owner to it. In fact they were looking to reunite with all the other magic items the wizard created and as they came together they gained in power until they were all together and at that point they created a huge magic explosion from being so close to each other. The explosion would kill everyone close by and almost destroy most villages. But it would cast the magic items far around the land rendering them safe, sort of. And as they were found they would start the gathering all over again. Time after time after time.
One is funny, two might still be funny, but a dozen gets wild and dangerous.
Make up 12 items a king would give to his court as gifts. Each with a single simple low level power, but as they come together new powers emerge or old ones get more powerful.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
At first I took that the wrong way.
Me too, maybe call it Gun that Fires Cats or a Cat Launcher, or Cat Fed Hand Cannon. Will clear up the confusion that this is not, in fact, a 9 life taker weapon.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
At first I took that the wrong way.
Me too, maybe call it Gun that Fires Cats or a Cat Launcher, or Cat Fed Hand Cannon. Will clear up the confusion that this is not, in fact, a 9 life taker weapon.
I don't know, I kinda like the psychotic flare it has...
To OP, Since what you seem to want is simply novelty, and forum feedback is literally one person's opinion, you may want to check out the Homebrew Libraries here in DDB. You can set the filters to # of times a homebrew was added to a collection, there's an upvote system, etc. Probably a better, more robust method of utilizing DDB to determine popular and/or good homebrew than frequent posters. Many people use DDB, including the homebrew offerings, not nearly as many post here. The browsing filter tools are a great DDB feature.
To OP, Since what you seem to want is simply novelty, and forum feedback is literally one person's opinion, you may want to check out the Homebrew Libraries here in DDB. You can set the filters to # of times a homebrew was added to a collection, there's an upvote system, etc. Probably a better, more robust method of utilizing DDB to determine popular and/or good homebrew than frequent posters. Many people use DDB, including the homebrew offerings, not nearly as many post here. The browsing filter tools are a great DDB feature.
Ditto, but use the homebrew galleries for inspiration, not for mechanics. The vast majority of homebrews published on DDB are of very poor quality.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
At first I took that the wrong way.
Me too, maybe call it Gun that Fires Cats or a Cat Launcher, or Cat Fed Hand Cannon. Will clear up the confusion that this is not, in fact, a 9 life taker weapon.
I have one magic item I really like. It's a mischeavous gnome statuette. It appears randomly near the attuned character, and the way to transfer its attunement is to play a good prank on the currently-attuned character.
Mythological Inspiration: Create a homebrew based on lesser-known mythology or folklore. It could be a class, race, background, Npc, monster, item, subclass, or location that embodies the essence of that mythos."
Use this prompt from a discord competition nobody has joined yet but if you decide to make it and want to enter it just message me and ill send you the discord link
Mythological Inspiration: Create a homebrew based on lesser-known mythology or folklore. It could be a class, race, background, Npc, monster, item, subclass, or location that embodies the essence of that mythos."
Use this prompt from a discord competition nobody has joined yet but if you decide to make it and want to enter it just message me and ill send you the discord link
I took recommendations for homebrew the wrong way I thought they meant homebrew prompts my baf
i'm willing to go as far as a talking pineapple as long as it's balanced and not too unreasonable
(yes i did just post about an unbalanced campaign, i'm being very selective of my choices on homebrew now)
"A sentient pineapple, now why should i add that?" -Me
Why do you want/need homebrew? I mean, you defended yourself in another thread saying homebrew gives you more creative freedom, but like creativity is built upon an understanding/cognizance of the medium in which its exercised, in this case the content of the game as written, and the homebrew creator recognizes the need they have in their game asking for a homebrew fix. I mean have you tried to play the game as written? And if so, what about it is stifling your creativity or what you see as the game you want to play. I mean "homebrew" is a pretty broad category, and your question can't really be answered till you're more upfront with what you're trying to accomplish through the incorporation of homebrew.
Jander Sunstar is the thinking person's Drizzt, fight me.
sorry i failed to be more specific, i meant stuff like random magic items i can scatter about and have a little fun, I"m steadily creating stuff that can turn the tides of the story so i have no worries on that. but, i just wanted a couple items to add that won't have a major effect on anything, just general stuff a
Edit: the thing about me defending my creativity, they told me to stop making stuff that doesn't exist in the regular game
and yes i have played the game normally. it just felt, slightly boring, not in the way that i wasnt interested, but in the way that it didnt have the personal feeling and connection in the story, so i went out on a limb ans made a mostly homebrew and home made campaign where i can truly connect to my players
"A sentient pineapple, now why should i add that?" -Me
you could do a very large apple that only grows on a certain tree that either stregthnes you or dames you depending on the roll you get.
some of the most interesting items I have given my party are ones with seemingly simple abilities, but which they used for other purposes.
one was a Macguffin sword that ends curses. They used it to scratch out the runes in an evil ritual and save their mounts from being illiterate. They also mistakenly used it on the bad guy after the hexblade had cursed him. The sword was called "The Cursebreaker". they should have seen it coming.
So the thin I would suggest is to make some items with interesting abilities that seem weak, and then see what your players do with them!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
It's good to play around and experiment - it's a game, after all - as long as everyone is having fun. It's also useful to learn from others' experiences, and I may suggest finding some general world-building guides. They'll help give you some direction with your homebrew - what are good things to consider and how you can use the tools you have to impact the "feel" of the world. I don't actually have a particular one to recommend, though.
When it comes to homebrewing minor items, I work forward: I think of a tool, device, or useful item, then what kind of enchantment might be convenient, then why that's a bad idea, then try again until I come up with something.
For example, just now I looked around and saw a globe: That might make a good magic item! Or a map. Automapping would work on a map but not as well on a globe unless it's a world exploration campaign, but at the map level that's a huge pain for the DM. Nope. Teleporting to a destination is probably too powerful even for a high-level party. Ooh, or navigational charts instead of a globe or map. No, an atlas. An atlas that helps them travel. When they choose a destination, it guarantees good weather - no, good conditions: Weather, grazing and foraging, roads and bridges well-maintained. It clears fallen trees and overgrown trails while they pass. Say it improves travel time over long distance by 25%. Maybe more. It's incomplete but covers an area appropriate to where they're at in the campaign. The PCs can add maps to it that they've created or purchased. There we go, one homebrew item.
(Edit: Of course, I immediately second-guess a couple things. They should probably select a route, not just a destination, and perhaps they must describe it aloud such that someone might overhear. Possibly the atlas is designed to lure travelers into a trap if they pass too close to Adventure Hook Mountain. Possibly it can be sabotaged. Maybe adding a bad map leads to a bad result: Something to think about.)
In my opinion to many funny magic items makes a campaign ridiculous, one is funny. Two might still be funny but more than that and they start to get ridiculous.
I will steal an idea from a book.
A mighty wizard was tasked by his king to create a large list of powerful sentient magic items as gift from the king for the court of the kingdom.
Well he resented spending the rest of his days doing the kings bidding and in retaliation he did just as he was told. He created the greatest of magic items each and everyone sentient.
But they were not perfect, they all had minor to serious mental problems, normally they were just extremely lonely and VERY talkative. In the end they all tried to take over their attuned wielders and force them to find the others.
But before they took them totally over they claimed from the beginning to know the location of great riches and power and wanted to take their new owner to it.
In fact they were looking to reunite with all the other magic items the wizard created and as they came together they gained in power until they were all together and at that point they created a huge magic explosion from being so close to each other. The explosion would kill everyone close by and almost destroy most villages. But it would cast the magic items far around the land rendering them safe, sort of. And as they were found they would start the gathering all over again. Time after time after time.
One is funny, two might still be funny, but a dozen gets wild and dangerous.
Make up 12 items a king would give to his court as gifts. Each with a single simple low level power, but as they come together new powers emerge or old ones get more powerful.
Gun that shoots cats.
When it hits, it deals 3 (1d6) bludgeoning damage. The target is blinded, and takes 2 (1d4) slashing damage at the start of every round. They may use an action to make a DC 16 Strength check in order to pull the cat off their face, and end the effects. You can also use your action to spawn a friendly cat at your feet.
At first I took that the wrong way.
Me too, maybe call it Gun that Fires Cats or a Cat Launcher, or Cat Fed Hand Cannon. Will clear up the confusion that this is not, in fact, a 9 life taker weapon.
Jander Sunstar is the thinking person's Drizzt, fight me.
I don't know, I kinda like the psychotic flare it has...
To OP, Since what you seem to want is simply novelty, and forum feedback is literally one person's opinion, you may want to check out the Homebrew Libraries here in DDB. You can set the filters to # of times a homebrew was added to a collection, there's an upvote system, etc. Probably a better, more robust method of utilizing DDB to determine popular and/or good homebrew than frequent posters. Many people use DDB, including the homebrew offerings, not nearly as many post here. The browsing filter tools are a great DDB feature.
Jander Sunstar is the thinking person's Drizzt, fight me.
Ditto, but use the homebrew galleries for inspiration, not for mechanics. The vast majority of homebrews published on DDB are of very poor quality.
How about the Cat Flinger? Or the Feline Flier.
It's called a catzooka dammit! ;)
Edit: No wait, it could also be a Catling-Gun.
I like catzooka
I have one magic item I really like. It's a mischeavous gnome statuette. It appears randomly near the attuned character, and the way to transfer its attunement is to play a good prank on the currently-attuned character.
Mythological Inspiration: Create a homebrew based on lesser-known mythology or folklore. It could be a class, race, background, Npc, monster, item, subclass, or location that embodies the essence of that mythos."
Use this prompt from a discord competition nobody has joined yet but if you decide to make it and want to enter it just message me and ill send you the discord link
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks
I took recommendations for homebrew the wrong way I thought they meant homebrew prompts my baf
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
Join our ranks