I think you should switch the poison damage with fire and acid, cause the shields are ice.
The reason it can’t block poison damage is that poison is usually not forceful; it’s most often dealt via an already-hit wound, a breathed-in vapor, or an ingested liquid, so a shield wouldn’t do much against that. However, Fire and acid are physical effects and forces, able to be blocked from contact by a solid surface such as ice. While these do logically overcome ice, the shield breaks anyway after use, so it works the same way.
Just made a really wholesome magic item for my world and I thought it would be nice to share it, and get feedback!
It seems a bit odd that the stealther is enhanced rather than the sleeper hindered. I'd give the sleeper disadvantage on perception checks, or just anybody within the radius disadvantage on perception checks for hearing. That'll also lower their passive perception by 5, making it easier to sneak by unheard.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Just made a really wholesome magic item for my world and I thought it would be nice to share it, and get feedback!
It seems a bit odd that the stealther is enhanced rather than the sleeper hindered. I'd give the sleeper disadvantage on perception checks, or just anybody within the radius disadvantage on perception checks for hearing. That'll also lower their passive perception by 5, making it easier to sneak by unheard.
I figure that typically the person being stealthy is the one rolling, and that someone who is unconscious would have disadvantage on perception anyway!
Disadvantage for anyone is a little much, the idea is it plays quiet, soothing sounds, and they will not drown anything out! It was invented to help people fall asleep, after all, not to magically influence them directly!
Hello, I am posting the earliest draft of a homebrew mass combat system (apologies for formatting). The overall idea is that to create a unit of soldiers, one would just choose a troop number, armor type, and troop type and then jot down stats. During this combat, the players (if they aren't commanding forces) will be fighting high value targets or undergoing special missions.
During combat, each unit will do X amount of damage to all other adjacent units and, if it chooses, move up to its speed. Damage is resolved at the end of the round. A unit's health, damage, and speed are determined by their size and other variables.
Number of Soldiers
Base Health
(minimum 3)
Base Damage*
Speed
Unit Level
10
5
Weapon Damage-1
30 ft
1
30
10
Weapon Damage
30 ft
1
40
15
Weapon Damage
25 ft
1
50
20
Weapon Damage
25 ft
1
100
30
2x Weapon Damage
20 ft
2
200
35
2x Weapon Damage
20 ft
2
400
50
2x Weapon Damage
15 ft
2
600
75
2x Weapon Damage
15 ft
2
1,000
100
3x Weapon Damage
10 ft
3
Variable
Health
Damage
Speed
Light Armor
—
—
—
Medium Armor
+5/unit level
—`
—
Heavy Armor
+10/unit level
-1
-5 ft
Shields
+5/unit level
—
—
Tower Shields
+10/unit level
-1
–5 ft
High Level
+5x level
+level
—
Cavalry
—
+2
+20 ft
Archers
-5/unit level
+1
—
Plans for revision
The system has been playtested once, and the big piece of feedback that I got was to increase player interaction. In addition to that, I am considering adding a system for maneuvers that can be made by a unit's commander, to make combat based more on tactics than unit skill and size.
Joined a random discord server and someone wanted help making a Skald bard subclass, I threw one together and I'm actually quite pleased for half an hours work!
I’d like to get an opinion on this item, if anyone would care to rate it. Just dipping my toe into publishing homebrew for now, so feedback appreciated. Specifically wondering if Evasion is unbalanced for a very rare item.
I’d like to get an opinion on this item, if anyone would care to rate it. Just dipping my toe into publishing homebrew for now, so feedback appreciated. Specifically wondering if Evasion is unbalanced for a very rare item.
I can't see any major problems. I did note you mention the perform skill, when it is called performance, and the wording could perhaps be tidied up, but mechanically it's not an overpowered or underpowered item I would say!
For the wording, consider:
These exquisitely crafted black leather boots allow the wearer to move with a nimbleness and grace almost unmatched. Whilst you are attuned to these boots, as long as you have a movement speed of 30ft. or higher and are not wearing medium or heavy armour, you gain the following benefits:
You may add your proficiency bonus to performance checks that involve dancing.
you gain a +2 bonus to your AC.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
These boots have 3 charges, and regain lost charges when you complete a long rest. As an action, you can expend a charge and cast Freedom of Movement on yourself, provided that you are not wearing medium or heavy armour. Whilst you are under the effects of this spell, you can benefit from these boots even if your movement speed is below 30ft.
If you don Medium or Heavy armour whilst attuned to these boots, your attunement ends, as do the effects of Freedom of Movement.
Added the little caveat as people using legacy dwarves and halflings will have a movement of 25ft, so it makes sense for freedom of movement to allow them to use it!
Kind of clunky grammar-wise. Could be reworded to:
Normally, this simple ring with a “+” engraved on it appears ordinary. However, if you drop to 0 hit points while wearing it, the ring heals you for a number of hit points equal to half your hit point maximum immediately after taking the triggering damage. The ring then loses its magic and shatters.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Joined a random discord server and someone wanted help making a Skald bard subclass, I threw one together and I'm actually quite pleased for half an hours work!
Might chuck this on DMs Guild for PWYW after I've gone over it again!
Interesting concept, but not very well balanced. At level 3, you have an option to either get truesight or roll an extra die to avoid grappling (and only if you use athletics instead of acrobatics). Those definitely aren't equal options. It's also a bit annoying that the actual Bardic Inspiration die doesn't matter, but that's a minor nitpick. The 6th level ability only provides a chance for a very narrow option, so even though it has good flavor it's not a very good feature. The 14th level is once again dependent on the balance of the songs, but it also has the problem that it's only providing even more additional options for using your limited resource. I can't imagine the second tale would usually get more than 1 use per long rest, since all of the tales need Bardic Inspiration.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Joined a random discord server and someone wanted help making a Skald bard subclass, I threw one together and I'm actually quite pleased for half an hours work!
Might chuck this on DMs Guild for PWYW after I've gone over it again!
Interesting concept, but not very well balanced. At level 3, you have an option to either get truesight or roll an extra die to avoid grappling (and only if you use athletics instead of acrobatics). Those definitely aren't equal options. It's also a bit annoying that the actual Bardic Inspiration die doesn't matter, but that's a minor nitpick. The 6th level ability only provides a chance for a very narrow option, so even though it has good flavor it's not a very good feature. The 14th level is once again dependent on the balance of the songs, but it also has the problem that it's only providing even more additional options for using your limited resource. I can't imagine the second tale would usually get more than 1 use per long rest, since all of the tales need Bardic Inspiration.
I'll see what I can do to improve it!
In other news, I have a magic item I am working on which has the capacity as part of a curse to turn the wielder into a Lich. It's for a higher level game, and it is ultimatley reversible.
I am curious if this seems a fairly balanced and not overly crippling curse! It's on a sword hilt that can manifest various weapons, for context:
From the moment you activate the Hilt, you become Cursed. The Hilt becomes your Phylactery, and you become a Lich. Your creature type becomes undead, though there are no physical changes to your body yet. You can no longer die of old age, though you will wither as you age beyond your natural lifespan. Your hitpoint maximum is increased by the maximum hitpoints of each creature you slay using the Hilt, to a maximum of your normal hitpoint maximum. Each time you spend a day without killing a creature using the Hilt, your hitpoint maximum drops by 1d10. If this reduces your hitpoint maximum to 0, you are slain and replaced with a Demilich. If you are slain by any other means, if the Hilt is not destroyed, then your body reforms within 10 feet of it after 1d10 days, with a hitpoint maximum reduced to 10hp. If you are targeted by a Remove Curse spell, then the caster must succeed on a DC20 Arcana check to end the curse, and on a failure, Remove Curse does not work on this curse for 1 week. You may not cast Remove Curse on yourself to end this curse.
What do you all think? Main consequences would be the obvious need to feed the phylactery, and the risk of paladins & clerics hunting you down, as well as the fact that a lot of spells don't heal the undead. The plan was to describe the positive consequences to the player and leave them to figure it out for themselves! In fact, the biggest risk is that they discuss how they did it and no longer age, and a second player repeats the process whilst they are reforming - making 2 liches with a shared attunement phylactery!
In other news, I have a magic item I am working on which has the capacity as part of a curse to turn the wielder into a Lich. It's for a higher level game, and it is ultimatley reversible.
I am curious if this seems a fairly balanced and not overly crippling curse! It's on a sword hilt that can manifest various weapons, for context:
From the moment you activate the Hilt, you become Cursed. The Hilt becomes your Phylactery, and you become a Lich. Your creature type becomes undead, though there are no physical changes to your body yet. You can no longer die of old age, though you will wither as you age beyond your natural lifespan. Your hitpoint maximum is increased by the maximum hitpoints of each creature you slay using the Hilt, to a maximum of your normal hitpoint maximum. Each time you spend a day without killing a creature using the Hilt, your hitpoint maximum drops by 1d10. If this reduces your hitpoint maximum to 0, you are slain and replaced with a Demilich. If you are slain by any other means, if the Hilt is not destroyed, then your body reforms within 10 feet of it after 1d10 days, with a hitpoint maximum reduced to 10hp. If you are targeted by a Remove Curse spell, then the caster must succeed on a DC20 Arcana check to end the curse, and on a failure, Remove Curse does not work on this curse for 1 week. You may not cast Remove Curse on yourself to end this curse.
What do you all think? Main consequences would be the obvious need to feed the phylactery, and the risk of paladins & clerics hunting you down, as well as the fact that a lot of spells don't heal the undead. The plan was to describe the positive consequences to the player and leave them to figure it out for themselves!
I really like this system for being a lich! There are a couple problems that I see, though.
It's not clear if all of your stats are replaced by lich stats, or if you keep all your class levels and stuff and just use the rules presented to emulate lich-iness.
It feels a bit odd for any creature to be able to grant the lich extra life. Maybe just humanoids?
It seems to be a very sudden transformation. I think it would be more fun if it were over the course of a week or two, with a new lich-y effect appearing to be unlocked within the magic item each day (but actually unlocked within character)
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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Anybody?
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
I think you should switch the poison damage with fire and acid, cause the shields are ice.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
The reason it can’t block poison damage is that poison is usually not forceful; it’s most often dealt via an already-hit wound, a breathed-in vapor, or an ingested liquid, so a shield wouldn’t do much against that. However, Fire and acid are physical effects and forces, able to be blocked from contact by a solid surface such as ice. While these do logically overcome ice, the shield breaks anyway after use, so it works the same way.
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
It’s cool!
Hey all, it's a light one today (badum-ts)
Just made a really wholesome magic item for my world and I thought it would be nice to share it, and get feedback!
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!
Fills a very interesting niche. I like it, it seems balanced.
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
It seems a bit odd that the stealther is enhanced rather than the sleeper hindered. I'd give the sleeper disadvantage on perception checks, or just anybody within the radius disadvantage on perception checks for hearing. That'll also lower their passive perception by 5, making it easier to sneak by unheard.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I figure that typically the person being stealthy is the one rolling, and that someone who is unconscious would have disadvantage on perception anyway!
Disadvantage for anyone is a little much, the idea is it plays quiet, soothing sounds, and they will not drown anything out! It was invented to help people fall asleep, after all, not to magically influence them directly!
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!
Hello, I am posting the earliest draft of a homebrew mass combat system (apologies for formatting). The overall idea is that to create a unit of soldiers, one would just choose a troop number, armor type, and troop type and then jot down stats. During this combat, the players (if they aren't commanding forces) will be fighting high value targets or undergoing special missions.
During combat, each unit will do X amount of damage to all other adjacent units and, if it chooses, move up to its speed. Damage is resolved at the end of the round. A unit's health, damage, and speed are determined by their size and other variables.
Number of Soldiers
Base Health
(minimum 3)
Base Damage*
Speed
Unit Level
10
5
Weapon Damage-1
30 ft
1
30
10
Weapon Damage
30 ft
1
40
15
Weapon Damage
25 ft
1
50
20
Weapon Damage
25 ft
1
100
30
2x Weapon Damage
20 ft
2
200
35
2x Weapon Damage
20 ft
2
400
50
2x Weapon Damage
15 ft
2
600
75
2x Weapon Damage
15 ft
2
1,000
100
3x Weapon Damage
10 ft
3
Variable
Health
Damage
Speed
Light Armor
—
—
—
Medium Armor
+5/unit level
—`
—
Heavy Armor
+10/unit level
-1
-5 ft
Shields
+5/unit level
—
—
Tower Shields
+10/unit level
-1
–5 ft
High Level
+5x level
+level
—
Cavalry
—
+2
+20 ft
Archers
-5/unit level
+1
—
Plans for revision
The system has been playtested once, and the big piece of feedback that I got was to increase player interaction. In addition to that, I am considering adding a system for maneuvers that can be made by a unit's commander, to make combat based more on tactics than unit skill and size.
Any feedback would be appreciated!
Joined a random discord server and someone wanted help making a Skald bard subclass, I threw one together and I'm actually quite pleased for half an hours work!
College of the Skald Bard (homebrewery)
Might chuck this on DMs Guild for PWYW after I've gone over it again!
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!
I’d like to get an opinion on this item, if anyone would care to rate it. Just dipping my toe into publishing homebrew for now, so feedback appreciated. Specifically wondering if Evasion is unbalanced for a very rare item.
Boots of Joyful Steps
I can't see any major problems. I did note you mention the perform skill, when it is called performance, and the wording could perhaps be tidied up, but mechanically it's not an overpowered or underpowered item I would say!
For the wording, consider:
Added the little caveat as people using legacy dwarves and halflings will have a movement of 25ft, so it makes sense for freedom of movement to allow them to use 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!
Appreciated, thank you!
Can someone tell me if this is a reasonable item to throw into my campaign
Abyssal Ring of Unwavering Life
"A sentient pineapple, now why should i add that?" -Me
Kind of clunky grammar-wise. Could be reworded to:
Normally, this simple ring with a “+” engraved on it appears ordinary. However, if you drop to 0 hit points while wearing it, the ring heals you for a number of hit points equal to half your hit point maximum immediately after taking the triggering damage. The ring then loses its magic and shatters.
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
understandable, but is it balanced enough?
"A sentient pineapple, now why should i add that?" -Me
I think it's probably more suited for rare than very rare, but I'm not always great at that stuff. Other than that, I'd say it's fine.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Interesting concept, but not very well balanced. At level 3, you have an option to either get truesight or roll an extra die to avoid grappling (and only if you use athletics instead of acrobatics). Those definitely aren't equal options. It's also a bit annoying that the actual Bardic Inspiration die doesn't matter, but that's a minor nitpick. The 6th level ability only provides a chance for a very narrow option, so even though it has good flavor it's not a very good feature. The 14th level is once again dependent on the balance of the songs, but it also has the problem that it's only providing even more additional options for using your limited resource. I can't imagine the second tale would usually get more than 1 use per long rest, since all of the tales need Bardic Inspiration.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I'll see what I can do to improve it!
In other news, I have a magic item I am working on which has the capacity as part of a curse to turn the wielder into a Lich. It's for a higher level game, and it is ultimatley reversible.
I am curious if this seems a fairly balanced and not overly crippling curse! It's on a sword hilt that can manifest various weapons, for context:
What do you all think? Main consequences would be the obvious need to feed the phylactery, and the risk of paladins & clerics hunting you down, as well as the fact that a lot of spells don't heal the undead. The plan was to describe the positive consequences to the player and leave them to figure it out for themselves! In fact, the biggest risk is that they discuss how they did it and no longer age, and a second player repeats the process whilst they are reforming - making 2 liches with a shared attunement phylactery!
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!
I really like this system for being a lich! There are a couple problems that I see, though.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)