Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.
Pretty cool. Although, I’m stuck wondering where the +17 on damage for the bite is coming from. Additionally, I did some calculations, and by DMG standards, this stat block is CR ~10.5.
P.S. your stat block still says “toad” in many places.
Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.
Pretty cool. Although, I’m stuck wondering where the +17 on damage for the bite is coming from. Additionally, I did some calculations, and by DMG standards, this stat block is CR ~10.5.
P.S. your stat block still says “toad” in many places.
P.S. I’m aware of the cunning action error. Also, the Tooltip Not Found in Shadow Touched is invisibility, and the one in Special Equipment is a potion of speed.
P.S. I’m aware of the cunning action error. Also, the Tooltip Not Found in Shadow Touched is invisibility, and the one in Special Equipment is a potion of speed.
Just read everything, let me go post on it...
Rollback Post to RevisionRollBack
⌜╔═════════════The Board══════════════╗⌝
...and started me on my way into my next chapter in life...
P.S. I’m aware of the cunning action error. Also, the Tooltip Not Found in Shadow Touched is invisibility, and the one in Special Equipment is a potion of speed.
I think this is really cool! Although I’m afraid that it might not have enough health. As soon as it uses its legendary resistance, you could hold person and then just start beating it to a pulp. Although i guess thats what stealth is for, so it seems good to me!
Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.
Pretty cool. Although, I’m stuck wondering where the +17 on damage for the bite is coming from. Additionally, I did some calculations, and by DMG standards, this stat block is CR ~10.5.
P.S. your stat block still says “toad” in many places.
Hold on, thats not supposed to be there.
okay, I’ll reduce the damage.
I’ll fix that.
thanks!
I did similar things when I was starting homebrew - I thought that the "+X" was something I could shift around to make it fit. Turned out it was supposed to be based on the stat used and the proficiency bonus of the creature using it - everything is built off their stats!
Behold! My Charybdian warrior, a direct power up to the Charybdian. Please let me know if it’s CR is too high or too low.
Charybdian Warrior
Medium humanoid, Any alignment
Armor Class
16 (natural armor)
Hit Points
255 (30d8 + 120)
Speed
20 ft., swim 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
11 (+0)
Senses
darkvision 30 ft., passive Perception 13
Languages
—
Challenge
8 (3,900 XP)
Amphibious.
The Charybdian can breathe air and water.
Two-Headed.
The Charybdian has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Weak limbs.
The Charybdian has disadvantage on strength saving throws.
Blood Frenzy.
The Charybdian has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Enormous Maw..
If the Charybdian used their Bite, devouring maw or Maelstrom attack since it’s last turn, it is counted as large size.
Actions
Bite.
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 17) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Devouring Maw.
The Charybdian makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Maelstrom (recharge 6).
The Charybdian inhales water in a 90-foot cone. Each creature in that area must make a DC 16 Strength saving throw, or be pulled 60 feet towards the Charybdian. If a creature enters the range of a bite attack in this way, the Charybdian can make a bite attack against that creature as a reaction. This attack can only be used while the Charybdian is submerged, and the cone does not effect anything outside the water.
Pretty cool. Although, I’m stuck wondering where the +17 on damage for the bite is coming from. Additionally, I did some calculations, and by DMG standards, this stat block is CR ~10.5.
P.S. your stat block still says “toad” in many places.
Hold on, thats not supposed to be there.
okay, I’ll reduce the damage.
I’ll fix that.
thanks!
I did similar things when I was starting homebrew - I thought that the "+X" was something I could shift around to make it fit. Turned out it was supposed to be based on the stat used and the proficiency bonus of the creature using it - everything is built off their stats!
Been pondering the character I wanted to make, who sadly never quite worked out, and I've made a simple feat which I would now like people to either conclude is underpowered for a feat (and so needs a +1 to Strength thrown in) or is overpowered because of a huge combo you can throw at it!
Been pondering the character I wanted to make, who sadly never quite worked out, and I've made a simple feat which I would now like people to either conclude is underpowered for a feat (and so needs a +1 to Strength thrown in) or is overpowered because of a huge combo you can throw at it!
Definitely not powerful enough to be a feat on its own. For reference, the Dual Wielder feat allows any weapon to be dual-wielded, while this only allows your unarmed strikes to apply to Two-Weapon Fighting. Additionally, the only people that would get any actual use out of it would be Tavern Brawlers (barely) and Fighters with the Unarmed Fighting style, since Monks and Pugilists already are able to use their bonus action to attack.
Been pondering the character I wanted to make, who sadly never quite worked out, and I've made a simple feat which I would now like people to either conclude is underpowered for a feat (and so needs a +1 to Strength thrown in) or is overpowered because of a huge combo you can throw at it!
Definitely not powerful enough to be a feat on its own. For reference, the Dual Wielder feat allows any weapon to be dual-wielded, while this only allows your unarmed strikes to apply to Two-Weapon Fighting. Additionally, the only people that would get any actual use out of it would be Tavern Brawlers (barely) and Fighters with the Unarmed Fighting style, since Monks and Pugilists already are able to use their bonus action to attack.
Ah ok, I was mainly looking for things like the ability to smite with your fists, make your fists into a pact weapon, and all that jazz that you just can't do without a weapon in your hand (annoyingly).
Perhaps if I made it so that unarmed strikes deal 1d4+S damage, and whilst wearing heavy armour deal 1d6+S damage? would that make it more balanced as a feat?
+2 warhammer, (very rare? I’m not sure.) requires attunement.
This warhammer has a magical +2 to attack and damage rolls made with it, and the user can call it (no action required) and it will fly to their hand at a speed of 120 ft per round.
This hammer also has 7 charges. You can expend one charge (no action required) to roll a d12 from the following table and apply that effect for one minute. You can expend no more than one charge per 30 seconds. It regains 1d6+1 expended charges daily at dawn.
The hammer deals an extra 1d6 force damage on a hit.
The hammer deals an extra 1d6 fire damage on a hit.
The hammer deals an extra 1d6 acid damage on a hit.
The hammer deals an extra 1d4 cold damage on a hit and the target’s speed is reduced be 5 feet until the start of the wielder’s next turn.
The hammer deals an extra 1d4 poison damage on a hit, and the target must make a DC12 Con save or be poisoned for 1d6 rounds.
The hammer deals an extra 1d4 Lightning damage on a hit and the target can’t take a reaction until the start of the wielders next turn.
The hammer deals an extra 1d6 thunder damage on a hit.
The hammer deals an extra 1d6 radiant damage on a hit and sheds bright light in a 5-ft radius, and dim light an additional 5 ft.
The hammer deals an extra 1d6 necrotic damage in a hit.
Whenever the wielder hits a creature with an attack from this hammer, they regain missing hit points equal to their constitution modifier (minimum of 1).
Any ally (including the wielder) that starts it’s turn within 5 ft of the hammer gains temporary hit points equal to the wielders constitution modifier (minimum of 1)
The wielder can cast a random cantrip that they do not know, using the hammer as a spellcasting focus
The only issue I can see is that it will need its own marker for where it is. It might be easier to say "if you are within 120ft. of the hammer, you can recall it to your hand as a free action. If you are more than 120ft. from the weapon, then you can summon it to your hand as an action."
having it fly to you at a speed means you will need to track it, and if it's inside a box or behind a wall, what then?
The only issue I can see is that it will need its own marker for where it is. It might be easier to say "if you are within 120ft. of the hammer, you can recall it to your hand as a free action. If you are more than 120ft. from the weapon, then you can summon it to your hand as an action."
having it fly to you at a speed means you will need to track it, and if it's inside a box or behind a wall, what then?
Otherwise a very cool item!
True, true.
i was thinking that you call it, then get the rest of your turn and it gets to you when it gets to you depending on how far away it is (the player I made it for probably won’t leave it places, just throw it and call it back.)
maybe I’ll change it to “as part of an attack, you can call it to your hand if it’s within 120 ft. Otherwise, it takes longer” or something. I’ll think on it
Thanks!
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Been pondering the character I wanted to make, who sadly never quite worked out, and I've made a simple feat which I would now like people to either conclude is underpowered for a feat (and so needs a +1 to Strength thrown in) or is overpowered because of a huge combo you can throw at it!
Definitely not powerful enough to be a feat on its own. For reference, the Dual Wielder feat allows any weapon to be dual-wielded, while this only allows your unarmed strikes to apply to Two-Weapon Fighting. Additionally, the only people that would get any actual use out of it would be Tavern Brawlers (barely) and Fighters with the Unarmed Fighting style, since Monks and Pugilists already are able to use their bonus action to attack.
Ah ok, I was mainly looking for things like the ability to smite with your fists, make your fists into a pact weapon, and all that jazz that you just can't do without a weapon in your hand (annoyingly).
Perhaps if I made it so that unarmed strikes deal 1d4+S damage, and whilst wearing heavy armour deal 1d6+S damage? would that make it more balanced as a feat?
Maybe say that they count as weapons for the purposes of spells and abilities that modify or enchant weapons, and add one or two other unique abilities to the feat for balance.
Ok, I've revised the Pugilist, I think it's reasonably balanced in that it can let someone deal consistently reasonable damage with their fists, whilst also using them for spells and abilities. I specified the armour because A: gauntlets make punches hurt more, and B: I don't want this to overpower the Monk class when they go all flurry of blows!
What do you think? Does it still need a +1 to Strength as well?
Pretty cool. Although, I’m stuck wondering where the +17 on damage for the bite is coming from. Additionally, I did some calculations, and by DMG standards, this stat block is CR ~10.5.
P.S. your stat block still says “toad” in many places.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Hold on, thats not supposed to be there.
okay, I’ll reduce the damage.
I’ll fix that.
thanks!
I’d like some review and feedback for an upcoming boss for my campaign: Senani Klai, the Burner of Eston.
P.S. I’m aware of the cunning action error. Also, the Tooltip Not Found in Shadow Touched is invisibility, and the one in Special Equipment is a potion of speed.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Just read everything, let me go post on it...
⌜╔═════════════ The Board ══════════════╗⌝
...and started me on my way into my next chapter in life...
⌞╚════════════ Extended Signature ════════════╝⌟
I think this is really cool! Although I’m afraid that it might not have enough health. As soon as it uses its legendary resistance, you could hold person and then just start beating it to a pulp. Although i guess thats what stealth is for, so it seems good to me!
I did similar things when I was starting homebrew - I thought that the "+X" was something I could shift around to make it fit. Turned out it was supposed to be based on the stat used and the proficiency bonus of the creature using it - everything is built off their stats!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Thanks!
Been pondering the character I wanted to make, who sadly never quite worked out, and I've made a simple feat which I would now like people to either conclude is underpowered for a feat (and so needs a +1 to Strength thrown in) or is overpowered because of a huge combo you can throw at it!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Definitely not powerful enough to be a feat on its own. For reference, the Dual Wielder feat allows any weapon to be dual-wielded, while this only allows your unarmed strikes to apply to Two-Weapon Fighting. Additionally, the only people that would get any actual use out of it would be Tavern Brawlers (barely) and Fighters with the Unarmed Fighting style, since Monks and Pugilists already are able to use their bonus action to attack.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Ah ok, I was mainly looking for things like the ability to smite with your fists, make your fists into a pact weapon, and all that jazz that you just can't do without a weapon in your hand (annoyingly).
Perhaps if I made it so that unarmed strikes deal 1d4+S damage, and whilst wearing heavy armour deal 1d6+S damage? would that make it more balanced as a feat?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Furōto Jūryoku
What do you think?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Uggubuwunga’s Hammer
+2 warhammer, (very rare? I’m not sure.) requires attunement.
This warhammer has a magical +2 to attack and damage rolls made with it, and the user can call it (no action required) and it will fly to their hand at a speed of 120 ft per round.
This hammer also has 7 charges. You can expend one charge (no action required) to roll a d12 from the following table and apply that effect for one minute. You can expend no more than one charge per 30 seconds. It regains 1d6+1 expended charges daily at dawn.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Sweet. I see no problem with it
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
The only issue I can see is that it will need its own marker for where it is. It might be easier to say "if you are within 120ft. of the hammer, you can recall it to your hand as a free action. If you are more than 120ft. from the weapon, then you can summon it to your hand as an action."
having it fly to you at a speed means you will need to track it, and if it's inside a box or behind a wall, what then?
Otherwise a very cool item!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
True, true.
i was thinking that you call it, then get the rest of your turn and it gets to you when it gets to you depending on how far away it is (the player I made it for probably won’t leave it places, just throw it and call it back.)
maybe I’ll change it to “as part of an attack, you can call it to your hand if it’s within 120 ft. Otherwise, it takes longer” or something. I’ll think on it
Thanks!
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Maybe say that they count as weapons for the purposes of spells and abilities that modify or enchant weapons, and add one or two other unique abilities to the feat for balance.
MilestoGo_24's alt.
Come participate in the Competition of the Finest Brews, Edition XXI, and share your work!
Be not afraid.
Wait. Actually, be very afraid.
Ok, I've revised the Pugilist, I think it's reasonably balanced in that it can let someone deal consistently reasonable damage with their fists, whilst also using them for spells and abilities. I specified the armour because A: gauntlets make punches hurt more, and B: I don't want this to overpower the Monk class when they go all flurry of blows!
What do you think? Does it still need a +1 to Strength as well?
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Link doesn’t work.
https://www.dndbeyond.com/monsters/3359621-furoto-juryoku
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!