Hey, so I don’t really have any homebrew for people to examine, but there are tons of creative people here, so I was asking if anybody had an idea for what abilities an artifact (specifically a net) wielded by a sea god who hoards trash beneath the sea?
Maybe something where it causes some kind of effect on any target hit with it? Probably a restrained effect.
Maybe it has the ability to grapple Giant objects? Like entire ships and stuff.
Yeah! That sounds great! It could also poke holes in the ship so that if you add it to an encounter then afterward the crew could have to patch all the holes! This is great because tomorrow I'm having my adventurers go out to sea!
Oh cool! Do you need a hopefully cool maybe spooky encounter to use? Because I already kinda have an idea of what this god and his weapon could be used for.
but I don’t just want the net to capture creatures, but I also don’t know what else I want it to do.
Yeah, that'd be great! To be honest this couldn't have come at a better time cause I was running out of ideas!
I don’t know the lore of your setting so feel free to change some of this but here’s a hopefully fun encounter:
The characters are at sea in the middle of the night. The only light in the sky was coming from the stars and the moon. But those start to fade as a greenish yellow smog, turned dark brown due to lack of light, lightly obscures the whole area. The ship can no longer rely on wind, as the sky is still and quiet. They suddenly run into something, stopping the ship altogether. A DC 12 perception check reveals that through the darkness, there is trash. Discarded armor, clothes, glass, and all other manners of discarded items lost at sea are floating in islands on top of the water as far as the eye can see. Characters can walk on this trash island, but a 5 foot section will fall beneath them into the chilling waters below if they fail a DC 15 acrobatics check. If they decide to ignore the garbage heap and rest for the night, flip a coin. On heads, nothing happens and the trash drifts away after and their trip is delayed by a day due to the trash. If they explore it or if on a tails, the following happens:
They see a hunched over, ogre sized figure standing a hundred feet away on the trash pile, holding a lantern in one hand and a large, spiked net in the other. A word flashes telepathically in their minds:
TRIBUTE, the creature says. FOR THE KING OF THE SEA’S BOUNTY. if asked to elaborate, it answers in short sentences about how they need to add something to the trash pile. Anything of value. A few coins, a magic item, some book that they like reading, anything. If the party does this, then the trash clears after ten minutes and they resume their journey. If they do not, the creature tries to pull their entire ship beneath the waves with the net that you’re helping me create right now, the creature will go away if it’s taken 100 damage or if the net is damaged, which it needs time to repair. After it leaves, the trash clears in an hour and they resume their journey.
Hey, so I don’t really have any homebrew for people to examine, but there are tons of creative people here, so I was asking if anybody had an idea for what abilities an artifact (specifically a net) wielded by a sea god who hoards trash beneath the sea?
Maybe something where it causes some kind of effect on any target hit with it? Probably a restrained effect.
Maybe it has the ability to grapple Giant objects? Like entire ships and stuff.
Yeah! That sounds great! It could also poke holes in the ship so that if you add it to an encounter then afterward the crew could have to patch all the holes! This is great because tomorrow I'm having my adventurers go out to sea!
Oh cool! Do you need a hopefully cool maybe spooky encounter to use? Because I already kinda have an idea of what this god and his weapon could be used for.
but I don’t just want the net to capture creatures, but I also don’t know what else I want it to do.
Yeah, that'd be great! To be honest this couldn't have come at a better time cause I was running out of ideas!
I don’t know the lore of your setting so feel free to change some of this but here’s a hopefully fun encounter:
The characters are at sea in the middle of the night. The only light in the sky was coming from the stars and the moon. But those start to fade as a greenish yellow smog, turned dark brown due to lack of light, lightly obscures the whole area. The ship can no longer rely on wind, as the sky is still and quiet. They suddenly run into something, stopping the ship altogether. A DC 12 perception check reveals that through the darkness, there is trash. Discarded armor, clothes, glass, and all other manners of discarded items lost at sea are floating in islands on top of the water as far as the eye can see. Characters can walk on this trash island, but a 5 foot section will fall beneath them into the chilling waters below if they fail a DC 15 acrobatics check. If they decide to ignore the garbage heap and rest for the night, flip a coin. On heads, nothing happens and the trash drifts away after and their trip is delayed by a day due to the trash. If they explore it or if on a tails, the following happens:
They see a hunched over, ogre sized figure standing a hundred feet away on the trash pile, holding a lantern in one hand and a large, spiked net in the other. A word flashes telepathically in their minds:
TRIBUTE, the creature says. FOR THE KING OF THE SEA’S BOUNTY. if asked to elaborate, it answers in short sentences about how they need to add something to the trash pile. Anything of value. A few coins, a magic item, some book that they like reading, anything. If the party does this, then the trash clears after ten minutes and they resume their journey. If they do not, the creature tries to pull their entire ship beneath the waves with the net that you’re helping me create right now, the creature will go away if it’s taken 100 damage or if the net is damaged, which it needs time to repair. After it leaves, the trash clears in an hour and they resume their journey.
Hey, what do you think of this homebrew? It's based on Fjords falchion from critical role, except I added a lot of attacks and moves.
Alright Imma go through it and provide criticism and edits First thing though, why'd you list it as a Scimitar then say, hey actually this is a Falchion.
Falchion Foray
Attack time: 1 Action
Range: 3 ft
Duration: 6 seconds
The user lunges forward with the deadly blade swinging viciously, ravaging the target with 12 slashes with the blade tip.
Roll 1d6 for force damage and 1d4 for rapid lead poisoning.
The duration doesn't seem to be needed, in addition the flavor text doesn't make sense. You ravage the target with 12 slashes and only deal max 10 damage? It sounds cool, but maybe a smaller number. In addition the damage roll text could be changed to "This weapon deals 1d6 force + 1d4 poisoning damage on hit" specifying rapid lead outside of flavor text feels off.
Sword of Fathoms
Fathomic Foray
Attack time: 1 action
Range: 4.5 feet
Duration: 6 seconds
The user wildly swings the blade at the target, giving them lead poisoning. If the sword strikes another blade, it enacts rapid corrosion. Rapid corrosion means there is a 2/10 chance that the enemy blade shatters on impact.
Roll 1d6 for force damage, 1d4 for rapid lead poisoning, and 1d10 for rapid corrosion.
The duration of 6 seconds still doesn't make much sense. That's just one round anyway? And if you're making this poison trigger every turn that's a bit op IMO. I'd also replace "If the sword strikes another blade, it enacts rapid corrosion. Rapid corrosion means there is a 2/10 chance that the enemy blade shatters on impact." with something more like "If the Falcion comes into contact with another non-magical weapon it corrodes enacting a -1 cumulative and permanent penalty to damage rolls. If the penalty drops to -5 that weapon is destroyed." which is just the Rust Monster ability, and also sticks with your 1/5 chance of corroding since technically there should be a 100% chance on the 5th touch. Also maybe just make it 2d8 acid damage instead of all this rapid corrosion stuff? Make it easier to track and apply resistances to.
Fathomic Flight
Attack time: 1 action
Range: 12 feet
Duration: 3 seconds
The user leaps up with the blade and crashes down upon the enemy with a swift slice. If blocked take rapid corrosion into account.
Roll 1d12 for force damage, and 1d10 for rapid corrosion.
Actually now I see rapid corrosion is a different thing entirely and only apply to blocked weapons. Again the rust monster thing would work, and why is the sword doing force damage? If you want it to have a special ability towards objects and structures, just make it deal double damage to objects and structures.
Wastelander's writhe
Attack time: 1 action
Range: 9 feet
Duration: 30 seconds
The user, enraged and fueled by the blade, Charges forward with an insatiable fury jabbing viciously at the victim 23 times causing massive damage and possibly instant death.
Roll 1d12 for force damage, 1d4 for rapid lead poisoning, 1d6 for which vital organ you strike (the roll can only be between 1 and 5), and finally 5d20; if it is above 62, it is an instant kill.
23 times but not really anything to show that. And then if you strike a vital organ but that puts work on the DM making it a little impractical since they will then have to figure out themself what counts as a vital organ or not. The final problem is with the 5d20, you're making this sword better than a 9th level power word kill which, mind you, is a once per day thing that takes a lot of effort to bring creatures below 100 hp for instant death.
Wastelander's Wreckage
Attack time: 1-5 actions
Range: 6-32 feet
Duration: 5 min
The user stabs the blade into the ground, depending on how many actions they use with the blade in the ground the farther this effect spreads. The blade begins to sap the life from the area around it including any enemy on the ground.
roll 1d12 for constant damage.
Keep the range 5-30 feet, it makes it easier to track on boards that usually are made up of 5 ft by 5 ft squares. This one is an interesting concept, but you didn't list when it triggers. Is it once at the start of your turn? Are you stuck without the sword for 5 minutes? Do you have to concentrate on it like a spell? Is one action equal to 5 feet? Can you forgo your actions all at once? Or is it overtime?
+ Cloven crystal I
Not so much an evolution as it is a slight upgrade. Add +2 to dexterity, +4 to strength, and +6 to wisdom. You now may start rolling 1d12 for attacks.
+6 to wisdom, +4 to strength, and +2 to dexterity is not a "Slight upgrade" especially since there is no max. Also the last part about rolling 1d12 for attacks doesn't make sense since you were already doing that?
Summers Dance Falchion
Summers Sun Strike
Attack time: 1 action
Range: 6 feet
Duration: 30 seconds
The user leaps forward with a deadly flourish and cleanly slices through almost any enemy or object. The blade can be enhanced with a fire enchantment or a jar of pitch/tar and fire.
Roll 1d12 for force damage, 1d4 for blinding, 1d6 for lead poisoning, 1d12 for rapid corrosion, and 1d6 for vital organ piercing.
This blade allows you to cast misty step once every short or long rest and adds +1 on damage rolls.
It starts off fine. Like, okay nice, You can add oil or a fire enchantment to enhance the blade. But why? What does it add to the blade beyond what a similar thing can do to a normal blade? I see you also have 1d4 blinding damage. Do you mean radiance, or can the sword produce a blinding effect? The last bit is fine, a bit weak, but it's alright. You only need to put once per short rest though.
Days Break
Attack time: 2 actions
Range: 20 ft
Duration: 10 seconds
The user thrusts the blade into the sky and the light glints off its polished exterior temporarily blinding any enemy within range. This attack can be enhanced using topaz powder. Using the topaz powder causes this effect to reach a range of 60 ft.
Roll 3d12 for Blinding power.
Duration should be a multiple of 6. The attack time of two actions doesn't really make sense unless you mean to make it more of a cooldown? You also should specify what 3d12 blinding power is.
+Cloven Crystal II
With the cloven crystal, the blade is imbued with much more power. The range of Summer Sun dance extends another 20 ft, you can now roll 1d6 for attacks, you can now add +6 attack, and the blade now has a base attack of 40 hp.
What is a base attack of 40 hp? It deals 40 damage per hit? Meaning a level 5 or so fighter wielding this blade can deal around 80 to 120 damage per turn? At a range of 20 feet is wild for this sword, especially since the upgrade conditions make it more likely that players will become murder hobos or suicidal. Also why would you now want to roll 1d6 for attacks?
Final thoughts
I think you went for too much. I looked at Fjord's Falcion and it worked because it absorbs swords for power, and the swords absorbed were probably through hard quests, not killing 16 random people. It's a nice concept, but I think it'd be better if you just made three separate sister swords, that can be absorbed and you can switch between as an action. There's too much going on here.
Apologies if I sounded harsh, if you need me to elaborate on anything please point it out.
If something isn't mentioned, assume it to be fine in my opinion.
Class Features
Overall, there are too many features that recharge on a short rest, and some that should have only one use but that instead use PB or ability modifier for uses. Consider this if you decide to go over the features again, as the tracking of too many resources can be quite the hassle. Additionally, consider that adding too many creatures for the DM or player to keep track to a combat will slow games significantly (if an elementalist takes two minutes for each of their four elementals' turns, and each of the four players takes 5 minutes for each of their turns, that's a full 28-minute episode of someone waiting to tell the DM what they want to do).
No one wants to play a class where your first and central feature is named "baby steps." I recommend making it something like "summon basic elemental" or "conjure flicker" or anything that's less... condescending. Also, as written, Flickers don't roll to attack and deal way too much damage for an unlimited-use action, and an elementalist can summon an unlimited total number of them -- there's no limited use. Also, while absorb elements won't tend to help them much, it's still significantly more than it feels like they should have at 1st level. Additionally, having the ability to simply cause an attack against them to miss is way powerful.
I'll admit I wasn't expecting the existence of secondary subclasses. Pretty cool. However, it should be fixed to say it is gained at 3rd level, and I would advise against allowing the change of this subclass on a long rest. The change of features within that subclass might be fine, but not the larger scale -- it probably gives the elementalist too much versatility.
I would call Nunc Mea Omnia situational, but technically you can use it on your own elementals. I mention this in many places, but having a save DC deviate from the normal calculation is irregular and might throw people off-track. I would recommend simply sticking to it and offering a bonus based on CR. Also for Nunc Mea Omnia, you can't take an action "when" something happens, that's a response, which is a reaction. However, an action can be taken to attempt to use the soul stone and then check for hit points. In addition, I would, instead of having a bunch of text talking about how control works, just have it assume the Elemental Controller ability is in effect and specify that it goes back into the gem rather than to its home plane. There's also a conflict of limitations here: you say you can only summon a creature from a stone twice per short rest, but also say you can't summon it after it's dismissed for 6 hours. I would recommend just limiting it to once per day and save yourself the hassle. On that note, I think three is too many soul stones to be allowed to have at base ability, maybe at all. I'll just save myself the trouble and call Ascendant Attunement crazy.
Hastened Summons doesn't say what you use to summon elementals instead of your action. Also, when your action isn't occupied with summoning elementals that are dangerous in their own right and don't require so much as a bonus action to command, you're free to do whatever else, which is annoyingly powerful. I'd change it.
Elemental Possession is the Superpowered Evil Side and I'm not feeling it. Not every high-level waterbender wants to be able to transform into Sukuna if they get knocked out. Also, what happens if there aren't any elementals nearby? Additionally, a +2 to AC feels like a rather shallow bonus for what this ability is trying to pull off.
I don't get how Planar Duel works. Try to elaborate on what happens to you, your target, their allies, your allies, and your elementals during the duel, and try not to make it boring for them. It also comes across that you teleported yourself and another person into an empty white space, which is hardly interesting or flavorful for an elementalist of all things.
Subclass Features
Overall, the hit points, AC, and attacks of most of the elementals are calculated incorrectly. The damage bonus of attacks should use the ability modifier used for the attack roll, and the hit point bonus is equal to the creature's CON modifier times the number of hit dice it has. While natural armor is kind of a cheat code, it's used to bring a monster's AC higher, not lower, than it normally would be: Based on their stats, Fenys should have 12 AC before natural armor and Sipedons should have 11 before natural armor.
The burn effect of Fenys should remain consistent across their abilities in my opinion -- too many different damage dice makes it annoying to keep track of. Volatile Summons needs to clarify what it takes to use it (action?) and that the elementals are destroyed when they explode. Also, the damage calc is wack -- as written, if you have three summons out, it creates three separate explosions of 3d12 damage. I don't know if that was intended. Hellish Aura is so powerful, it feels like it should be a capstone: it essentially forces vulnerability to fire damage (which it should clarify as opposed to "damage from fire") and attack advantage on any creature that ends up near your elementals without so much as a saving throw, which is crazy since it doesn't have limited use and it takes an entire action to remove. Pheonical is underwhelming. Why do you require a specific environment in order to use your most powerful feature, gained after years of adventuring? Also, why are the Fenys created here chaotic evil? There's no given reason. Once again, you don't say what it takes to use (action?).
Sipedons' Wrap DC should be calculated using the normal save DC formula if it's incorporating input from the elementalist (8+PB+Ability mod). Sinking Feeling, Whirlpool, and Salt in the Wound all revolve around the same theme of exploiting enemy weakness and taking advantage of their failure, but logically it doesn't make sense. Why does an elementalist get to drag me under the earth just because I failed a save vs charm person? Why does water have power over my emotions a la Sinking Feeling? And why is Sinking Feeling limited-use when there's not even a trigger? No reaction, nothing. It just happens, but there's still a limited use. As for Whirlpool, bonus actions aren't responses: Thalassophobia is strong, but maybe the right amount of strong. Maybe not, though, as it makes all elementals two size categories larger (which it should clarify) and doubles all elementals' hit points -- meaning with the right build you can create Gargantuan Geits with 40 hit points -- but that still have the same damage as before. That's not good balance-wise, and that's not good flavor-wise. I might restrict it to water elementals or something. Again, make sure to fix the save DC for Frightful Presence.
Billows have the save DC problem from before. I'm highly aware that the concept of incorporating video game titles into subclass features is appealing, but "Skyward Sword" is a stretch as a name for this one. You need to clarify that the elementals are destroyed when sacrificed, and clarify whether it's your action or your elementals' as well as how many you can sacrifice at a time (only one? only all? variable?). I also think you should increase the damage. Only 1d6+WIS, however automatic (and a bonus action), at the cost of a body, repeating damage, and flight, is a terrible trade at level 9, especially since other characters will be throwing out cones of cold at this level. Wind Waker is probably too strong: it doesn't have the action restraints of haste, it doesn't require concentration, and you can thus do it on multiple allies in one combat. Even the severe drawback fails to balance it, as most fights involving multiple hastened player characters will end before the 10-turn limit. Anemoi is strong, but probably balanced -- though I'd make Storm Surge deal less damage if it's theoretically unlimited-use.
Why are Geits immune to being grappled, prone, or restrained? Geits' Charge also has the save DC problem from before. Stonehenge doesn't make much sense to me: you're giving yourself and your elementals a bonus for being near other creatures. The way I'm envisioning it, which has your elementals serving as guardians for your allies, it should work the other way around. Grounded reminds me of a giant from Greek myth, Antaeus. I would, however, not give the resistance to yourself, as it would make you... quite powerful. Don't call Trojan Horse's connection an "attunement"; that's already a mechanical term for 5e. Something like "connection" or "tether" would work better. I would also possibly make this a lower-level feature as it isn't very powerful aside from its ability to teleport you. For Mountains out of Molehills, I would recommend having a flat bludgeoning damage add-on like 1d6+WIS rather than add an additional damage die to the attack and then also add bludgeoning damage equal to 2xWIS to the attack.
Secondary Subclass Features
For all of these, you don't say what it takes to summon an elemental this way (action?).
Arsonist should be cleaned up. Also, you should clarify that the damage occurs on a hit, not just an attack. Fettered Flames should be weakened; a 3rd-level feature that grants multiple instances of vulnerability/resistance to an already-powerful damage type. Take elemental bane as an example. Also, it should be a reaction to use. Ignition is simply better than Arsonist as it can hit multiple targets at once, helps mobility, and just does more damage for the same cost. I also don't know why you didn't make its damage scale like Arsonist's. Burning Man is mostly fine until the last sentence. Player characters aren't meant to have access to damage immunities, as it messes too hard with game balance.
Shallow Waters should just give you the ability to breathe underwater, not in space (currently it just says you don't need air at all). Additionally, most characters don't have a swimming speed, so you need to say that you "gain" a swimming speed etc. The Depths is somewhat situational, but acceptable. However, I would say to have it say "you instead gain blindsight" rather than "instead give yourself blindsight". Now, Ripples, that's too situational. I would have it simply give proficiency in Perception/Investigation, a la the Eldritch Invocation Beguiling Influence. While I think it's a cool feature, Blood in the Water doesn't make sense as it's not actually blood in the water -- logically, what's happening is you're just smelling the scent of their wound in the air. Thus, I might change this feature to something more akin to a shark feeding frenzy.
Notos is powerful, and I would weaken it to something like a +10 or +15 bonus. Also, for what it does, it should be worded as "you may choose to double that speed." Sky Herald is misleading, as it has absolutely nothing to do with the sky or the heralding thereof. I also think the movement boost is excessive. I would instead incorporate something that more befits the name. Graceful Descent is kind of broken. Fall immunity and prone immunity are both situational, but when the situation calls for it, it's a full-on no-sell. Too much. I believe it should be weakened. Prometheus doesn't have an activation (action?) and has little to do with the actual Prometheus.
Why call it Stone Guards rather than Lesser Earth? What does it cost to activate Valor (your reaction?), and does it work on mental saving throws? Additionally, you should make it so that the damage reduction only occurs for effects that already include a save damage reduction clause, like with the Rogue's Evasion. You should probably switch the dimensions of the Castle Wall, and fix its saving throw. Also state its thickness, as sometimes that matters (like if a Large or larger creature is in its space), and all other wall effects do so.
Conclusion
This class is a cool idea, but it seems like there are far too many "limited-use" abilities, and the options border on excessive. Some of the abilities are less than flavorful and/or too powerful. Vitally, this class relies on summoning a lot of little elementals, which can make combat slow and painful, and not in a "blood of your enemies" type of painful. I genuinely hope this gets improved, because I really love the passion and inspiration that was clearly put into this project. Thanks for reading!
Hi everybodyyyy! I had an idea for a cool homebrew subclass, but I need more ideas for features. Can ya help?
A Chrono Knight fighter, able to peer into the many possibilities of the near future, and react accordingly, making them extremely difficult to fight, as they can guess your every move with terrifying accuracy.
So two ideas I have so far are these.
Foresight: you gain a permanent +1 bonus to your AC
Visions of Possibility: You can see briefly into the near future, granting advantage on your next attack and Dexterity saving throws until the start of your next turn as a bonus action. You can use this feature a number of times equal to your Wisdom modifier, recharging on a short or long rest.
Rollback Post to RevisionRollBack
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. There may, however, be an air of necessity to the pact: perhaps your patron has a specific purpose for a warlock, such as a threat to their rule only a mortal agent of theirs can put an end to. Whatever the reasoning, however, you are a servant nonetheless.
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you have been given the capability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this increases to 1/4 when you reach 5th level in this class, 1/2 at 9th level, 1 at 13th level, and 2 at 17th level.
You can use this action once. You regain all expended uses on a short or long rest.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dimissive edge against them. You gain an additional use of your Abjure the Weak. Additionally, whenever you hit with an attack against a creature turned by it, that attack is a critical hit.
Mark of the Tyrant
Starting at 14th level, your patron has branded you with a mark signifying you as a ruler over others; the mark of the conquering king. At your option, you can pick from or roll on the Marks of the Tyrant table to create a mark for your character, or make your own.
Marks of the Tyrant
d6
Mark
1
Your palm has a symbol of rulership permanently burned into it.
2
Your irises turn gold.
3
A thin circlet of precious metal is now permanently upon your brow.
4
A tattoo of a rearing dragon has appeared on your back.
5
Your spellcasting focus transmutes to crystal while you hold it.
6
Idle birds now watch you avidly.
Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke your mark to strengthen that spell against that enemy. You may invoke the mark multiple times per spell to target additional enemies. A target that the mark is invoked against makes the save with disadvantage. On a failed save, if the target becomes charmed by the spell, it must use its reaction to move half its speed closer to you, or if it becomes frightened by the spell, it is pushed 15 feet away from you. If the target is neither charmed nor frightened, it takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
Let me know what you think! I'm hoping to publish this before the end of the school year, so I'd greatly appreciate feedback!
So I am trying to homebrew a bow. nothing too special.
In the basic information section, I give it a name, Rarity, Base Item type (Weapon) and Base weapon selection is Shortbow.
In the modifiers section, I have tried everything (obviously not) to make the damage of the Shortbow 1d8, and then adding the proficiency modifiers for the Shortbow.
I'm doing something wrong, and I can't figure it out, because the damage is always 1d6 + Proficiency.
A secondary problem I am having, is changing the range of the bow to between a Longbow range and a Shortbow range. I Can't seem to find the correct property for that either.
Obviously new at this homebrew creation for the players character sheets, and I have dome some digging in the forums, but could someone teach me how to fish with this? Is there a "help page" somewhere explaining the homebrew settings?
So I am trying to homebrew a bow. nothing too special.
In the basic information section, I give it a name, Rarity, Base Item type (Weapon) and Base weapon selection is Shortbow.
In the modifiers section, I have tried everything (obviously not) to make the damage of the Shortbow 1d8, and then adding the proficiency modifiers for the Shortbow.
I'm doing something wrong, and I can't figure it out, because the damage is always 1d6 + Proficiency.
A secondary problem I am having, is changing the range of the bow to between a Longbow range and a Shortbow range. I Can't seem to find the correct property for that either.
Obviously new at this homebrew creation for the players character sheets, and I have dome some digging in the forums, but could someone teach me how to fish with this? Is there a "help page" somewhere explaining the homebrew settings?
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. There may, however, be an air of necessity to the pact: perhaps your patron has a specific purpose for a warlock, such as a threat to their rule only a mortal agent of theirs can put an end to. Whatever the reasoning, however, you are a servant nonetheless.
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you have been given the capability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this increases to 1/4 when you reach 5th level in this class, 1/2 at 9th level, 1 at 13th level, and 2 at 17th level.
You can use this action once. You regain all expended uses on a short or long rest.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dimissive edge against them. You gain an additional use of your Abjure the Weak. Additionally, whenever you hit with an attack against a creature turned by it, that attack is a critical hit.
Mark of the Tyrant
Starting at 14th level, your patron has branded you with a mark signifying you as a ruler over others; the mark of the conquering king. At your option, you can pick from or roll on the Marks of the Tyrant table to create a mark for your character, or make your own.
Marks of the Tyrant
d6
Mark
1
Your palm has a symbol of rulership permanently burned into it.
2
Your irises turn gold.
3
A thin circlet of precious metal is now permanently upon your brow.
4
A tattoo of a rearing dragon has appeared on your back.
5
Your spellcasting focus transmutes to crystal while you hold it.
6
Idle birds now watch you avidly.
Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke your mark to strengthen that spell against that enemy. You may invoke the mark multiple times per spell to target additional enemies. A target that the mark is invoked against makes the save with disadvantage. On a failed save, if the target becomes charmed by the spell, it must use its reaction to move half its speed closer to you, or if it becomes frightened by the spell, it is pushed 15 feet away from you. If the target is neither charmed nor frightened, it takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
Let me know what you think! I'm hoping to publish this before the end of the school year, so I'd greatly appreciate feedback!
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. There may, however, be an air of necessity to the pact: perhaps your patron has a specific purpose for a warlock, such as a threat to their rule only a mortal agent of theirs can put an end to. Whatever the reasoning, however, you are a servant nonetheless.
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you have been given the capability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this increases to 1/4 when you reach 5th level in this class, 1/2 at 9th level, 1 at 13th level, and 2 at 17th level.
You can use this action once. You regain all expended uses on a short or long rest.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dimissive edge against them. You gain an additional use of your Abjure the Weak. Additionally, whenever you hit with an attack against a creature turned by it, that attack is a critical hit.
Mark of the Tyrant
Starting at 14th level, your patron has branded you with a mark signifying you as a ruler over others; the mark of the conquering king. At your option, you can pick from or roll on the Marks of the Tyrant table to create a mark for your character, or make your own.
Marks of the Tyrant
d6
Mark
1
Your palm has a symbol of rulership permanently burned into it.
2
Your irises turn gold.
3
A thin circlet of precious metal is now permanently upon your brow.
4
A tattoo of a rearing dragon has appeared on your back.
5
Your spellcasting focus transmutes to crystal while you hold it.
6
Idle birds now watch you avidly.
Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke your mark to strengthen that spell against that enemy. You may invoke the mark multiple times per spell to target additional enemies. A target that the mark is invoked against makes the save with disadvantage. On a failed save, if the target becomes charmed by the spell, it must use its reaction to move half its speed closer to you, or if it becomes frightened by the spell, it is pushed 15 feet away from you. If the target is neither charmed nor frightened, it takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
Let me know what you think! I'm hoping to publish this before the end of the school year, so I'd greatly appreciate feedback!
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. There may, however, be an air of necessity to the pact: perhaps your patron has a specific purpose for a warlock, such as a threat to their rule only a mortal agent of theirs can put an end to. Whatever the reasoning, however, you are a servant nonetheless.
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you have been given the capability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this increases to 1/4 when you reach 5th level in this class, 1/2 at 9th level, 1 at 13th level, and 2 at 17th level.
You can use this action once. You regain all expended uses on a short or long rest.
This is a cool feature, and it’s extraordinarily useful for low level players. However, the scaling on the feature (1/2:9, 1:13, 2:17) means that this feature’s utility falls off sharply after around fifth level. Level 1s will encounter CR 1/8 creatures all the time, but when has a level 17 ever faced a CR 2?
The only situation I can think of in which a level 17 player is fighting a CR 2 creature is if there’s a whole army of them running around. And even then, you’re a warlock — you have plenty of AOE spells to take them out in the same amount of time.
I recommend bumping the scaling up quite a bit. Maybe 1/8:1, 1/2:5, 1:9, 3/13, and 5/17. This way the feature is a bit more useful, without being unfairly strong (IMO) since the creatures still have to make a save.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dimissive edge against them. You gain an additional use of your Abjure the Weak. Additionally, whenever you hit with an attack against a creature turned by it, that attack is a critical hit.
Steel Will is good, but there are some big issues with how Abjure the Unworthy and Vanquish the Weak play out.
The “turned” condition is always going to send creatures away from you. Assuming it hits, they’ll just run or dodge until they take damage or a minute passes. The former will almost always happen first, especially because Vanquish the Weak encourages it.
Because Abjure the Unworthy consumes your action, the target will just Dash away before you even have a chance to use Vanquish the Weak on your next turn. Opportunity attacks aside, this feature will rarely ever come into play.
In addition, these creatures (especially as it’s currently written) are very, very weak. They’re practically beneath the notice of the player. So when would Vanquish the Weak ever be needed, when most of your attacks can already one-shot these creatures?
Vanquish the Weak seems like a waste of a subclass feature to me. It clashes with Abjure the Unworthy by forcing the creatures to take damage, and it’s almost never going to be useful in combat interactions unless the DM decides to send bandits after a high-leveled group.
Some possible fixes and buffs I think would be helpful:
Change Vanquish the Weak entirely — maybe give it a mechanic similar to the sleep spell in which you have a pool of hit points that scales with your level, and you can automatically kill turned creatures by expending these points the same way sleep does.
At sixth level, you gain one additional use of Abjure the Weak. At fourteenth level, you gain a third use.
Incorporate the “each hit is a crit” part of the Vanquish the Weak into the level 1 Abjure the Unworthy.
At level 10 (or maybe 14), you can use Abjure the Weak as a bonus action. This frees up the player’s action to deal with bosses and whatnot.
These buffs may be a bit too strong. I’m pretty terrible at balancing, so not sure, but IMO the current version isn’t really viable compared to things like the Hexblade.
Mark of the Tyrant
Starting at 14th level, your patron has branded you with a mark signifying you as a ruler over others; the mark of the conquering king. At your option, you can pick from or roll on the Marks of the Tyrant table to create a mark for your character, or make your own.
Marks of the Tyrant
d6
Mark
1
Your palm has a symbol of rulership permanently burned into it.
2
Your irises turn gold.
3
A thin circlet of precious metal is now permanently upon your brow.
4
A tattoo of a rearing dragon has appeared on your back.
5
Your spellcasting focus transmutes to crystal while you hold it.
6
Idle birds now watch you avidly.
Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke your mark to strengthen that spell against that enemy. You may invoke the mark multiple times per spell to target additional enemies. A target that the mark is invoked against makes the save with disadvantage. On a failed save, if the target becomes charmed by the spell, it must use its reaction to move half its speed closer to you, or if it becomes frightened by the spell, it is pushed 15 feet away from you. If the target is neither charmed nor frightened, it takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
This is super cool and could synergize really well with opportunity attacks. No changes needed here.
I don’t know the lore of your setting so feel free to change some of this but here’s a hopefully fun encounter:
The characters are at sea in the middle of the night. The only light in the sky was coming from the stars and the moon. But those start to fade as a greenish yellow smog, turned dark brown due to lack of light, lightly obscures the whole area. The ship can no longer rely on wind, as the sky is still and quiet. They suddenly run into something, stopping the ship altogether. A DC 12 perception check reveals that through the darkness, there is trash. Discarded armor, clothes, glass, and all other manners of discarded items lost at sea are floating in islands on top of the water as far as the eye can see. Characters can walk on this trash island, but a 5 foot section will fall beneath them into the chilling waters below if they fail a DC 15 acrobatics check. If they decide to ignore the garbage heap and rest for the night, flip a coin. On heads, nothing happens and the trash drifts away after and their trip is delayed by a day due to the trash. If they explore it or if on a tails, the following happens:
They see a hunched over, ogre sized figure standing a hundred feet away on the trash pile, holding a lantern in one hand and a large, spiked net in the other. A word flashes telepathically in their minds:
TRIBUTE, the creature says. FOR THE KING OF THE SEA’S BOUNTY. if asked to elaborate, it answers in short sentences about how they need to add something to the trash pile. Anything of value. A few coins, a magic item, some book that they like reading, anything. If the party does this, then the trash clears after ten minutes and they resume their journey. If they do not, the creature tries to pull their entire ship beneath the waves with the net that you’re helping me create right now, the creature will go away if it’s taken 100 damage or if the net is damaged, which it needs time to repair. After it leaves, the trash clears in an hour and they resume their journey.
Oh this is PERFECT!!! Thank You!
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Alright Imma go through it and provide criticism and edits
First thing though, why'd you list it as a Scimitar then say, hey actually this is a Falchion.
The duration doesn't seem to be needed, in addition the flavor text doesn't make sense. You ravage the target with 12 slashes and only deal max 10 damage? It sounds cool, but maybe a smaller number. In addition the damage roll text could be changed to "This weapon deals 1d6 force + 1d4 poisoning damage on hit" specifying rapid lead outside of flavor text feels off.
The duration of 6 seconds still doesn't make much sense. That's just one round anyway? And if you're making this poison trigger every turn that's a bit op IMO.
I'd also replace "If the sword strikes another blade, it enacts rapid corrosion. Rapid corrosion means there is a 2/10 chance that the enemy blade shatters on impact." with something more like "If the Falcion comes into contact with another non-magical weapon it corrodes enacting a -1 cumulative and permanent penalty to damage rolls. If the penalty drops to -5 that weapon is destroyed." which is just the Rust Monster ability, and also sticks with your 1/5 chance of corroding since technically there should be a 100% chance on the 5th touch. Also maybe just make it 2d8 acid damage instead of all this rapid corrosion stuff? Make it easier to track and apply resistances to.
Actually now I see rapid corrosion is a different thing entirely and only apply to blocked weapons. Again the rust monster thing would work, and why is the sword doing force damage? If you want it to have a special ability towards objects and structures, just make it deal double damage to objects and structures.
23 times but not really anything to show that. And then if you strike a vital organ but that puts work on the DM making it a little impractical since they will then have to figure out themself what counts as a vital organ or not. The final problem is with the 5d20, you're making this sword better than a 9th level power word kill which, mind you, is a once per day thing that takes a lot of effort to bring creatures below 100 hp for instant death.
Keep the range 5-30 feet, it makes it easier to track on boards that usually are made up of 5 ft by 5 ft squares.
This one is an interesting concept, but you didn't list when it triggers. Is it once at the start of your turn? Are you stuck without the sword for 5 minutes? Do you have to concentrate on it like a spell? Is one action equal to 5 feet? Can you forgo your actions all at once? Or is it overtime?
+6 to wisdom, +4 to strength, and +2 to dexterity is not a "Slight upgrade" especially since there is no max. Also the last part about rolling 1d12 for attacks doesn't make sense since you were already doing that?
It starts off fine. Like, okay nice, You can add oil or a fire enchantment to enhance the blade. But why? What does it add to the blade beyond what a similar thing can do to a normal blade? I see you also have 1d4 blinding damage. Do you mean radiance, or can the sword produce a blinding effect?
The last bit is fine, a bit weak, but it's alright. You only need to put once per short rest though.
Duration should be a multiple of 6. The attack time of two actions doesn't really make sense unless you mean to make it more of a cooldown?
You also should specify what 3d12 blinding power is.
What is a base attack of 40 hp? It deals 40 damage per hit? Meaning a level 5 or so fighter wielding this blade can deal around 80 to 120 damage per turn? At a range of 20 feet is wild for this sword, especially since the upgrade conditions make it more likely that players will become murder hobos or suicidal. Also why would you now want to roll 1d6 for attacks?
Final thoughts
I think you went for too much. I looked at Fjord's Falcion and it worked because it absorbs swords for power, and the swords absorbed were probably through hard quests, not killing 16 random people. It's a nice concept, but I think it'd be better if you just made three separate sister swords, that can be absorbed and you can switch between as an action. There's too much going on here.
Apologies if I sounded harsh, if you need me to elaborate on anything please point it out.
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Thanks, I'll work on it!
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Elementalists - Homebrew Class
Ok and now off to class
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If something isn't mentioned, assume it to be fine in my opinion.
Class Features
Overall, there are too many features that recharge on a short rest, and some that should have only one use but that instead use PB or ability modifier for uses. Consider this if you decide to go over the features again, as the tracking of too many resources can be quite the hassle. Additionally, consider that adding too many creatures for the DM or player to keep track to a combat will slow games significantly (if an elementalist takes two minutes for each of their four elementals' turns, and each of the four players takes 5 minutes for each of their turns, that's a full 28-minute episode of someone waiting to tell the DM what they want to do).
No one wants to play a class where your first and central feature is named "baby steps." I recommend making it something like "summon basic elemental" or "conjure flicker" or anything that's less... condescending. Also, as written, Flickers don't roll to attack and deal way too much damage for an unlimited-use action, and an elementalist can summon an unlimited total number of them -- there's no limited use. Also, while absorb elements won't tend to help them much, it's still significantly more than it feels like they should have at 1st level. Additionally, having the ability to simply cause an attack against them to miss is way powerful.
I'll admit I wasn't expecting the existence of secondary subclasses. Pretty cool. However, it should be fixed to say it is gained at 3rd level, and I would advise against allowing the change of this subclass on a long rest. The change of features within that subclass might be fine, but not the larger scale -- it probably gives the elementalist too much versatility.
I would call Nunc Mea Omnia situational, but technically you can use it on your own elementals. I mention this in many places, but having a save DC deviate from the normal calculation is irregular and might throw people off-track. I would recommend simply sticking to it and offering a bonus based on CR. Also for Nunc Mea Omnia, you can't take an action "when" something happens, that's a response, which is a reaction. However, an action can be taken to attempt to use the soul stone and then check for hit points. In addition, I would, instead of having a bunch of text talking about how control works, just have it assume the Elemental Controller ability is in effect and specify that it goes back into the gem rather than to its home plane. There's also a conflict of limitations here: you say you can only summon a creature from a stone twice per short rest, but also say you can't summon it after it's dismissed for 6 hours. I would recommend just limiting it to once per day and save yourself the hassle. On that note, I think three is too many soul stones to be allowed to have at base ability, maybe at all. I'll just save myself the trouble and call Ascendant Attunement crazy.
Hastened Summons doesn't say what you use to summon elementals instead of your action. Also, when your action isn't occupied with summoning elementals that are dangerous in their own right and don't require so much as a bonus action to command, you're free to do whatever else, which is annoyingly powerful. I'd change it.
Elemental Possession is the Superpowered Evil Side and I'm not feeling it. Not every high-level waterbender wants to be able to transform into Sukuna if they get knocked out. Also, what happens if there aren't any elementals nearby? Additionally, a +2 to AC feels like a rather shallow bonus for what this ability is trying to pull off.
I don't get how Planar Duel works. Try to elaborate on what happens to you, your target, their allies, your allies, and your elementals during the duel, and try not to make it boring for them. It also comes across that you teleported yourself and another person into an empty white space, which is hardly interesting or flavorful for an elementalist of all things.
Subclass Features
Overall, the hit points, AC, and attacks of most of the elementals are calculated incorrectly. The damage bonus of attacks should use the ability modifier used for the attack roll, and the hit point bonus is equal to the creature's CON modifier times the number of hit dice it has. While natural armor is kind of a cheat code, it's used to bring a monster's AC higher, not lower, than it normally would be: Based on their stats, Fenys should have 12 AC before natural armor and Sipedons should have 11 before natural armor.
The burn effect of Fenys should remain consistent across their abilities in my opinion -- too many different damage dice makes it annoying to keep track of. Volatile Summons needs to clarify what it takes to use it (action?) and that the elementals are destroyed when they explode. Also, the damage calc is wack -- as written, if you have three summons out, it creates three separate explosions of 3d12 damage. I don't know if that was intended. Hellish Aura is so powerful, it feels like it should be a capstone: it essentially forces vulnerability to fire damage (which it should clarify as opposed to "damage from fire") and attack advantage on any creature that ends up near your elementals without so much as a saving throw, which is crazy since it doesn't have limited use and it takes an entire action to remove. Pheonical is underwhelming. Why do you require a specific environment in order to use your most powerful feature, gained after years of adventuring? Also, why are the Fenys created here chaotic evil? There's no given reason. Once again, you don't say what it takes to use (action?).
Sipedons' Wrap DC should be calculated using the normal save DC formula if it's incorporating input from the elementalist (8+PB+Ability mod). Sinking Feeling, Whirlpool, and Salt in the Wound all revolve around the same theme of exploiting enemy weakness and taking advantage of their failure, but logically it doesn't make sense. Why does an elementalist get to drag me under the earth just because I failed a save vs charm person? Why does water have power over my emotions a la Sinking Feeling? And why is Sinking Feeling limited-use when there's not even a trigger? No reaction, nothing. It just happens, but there's still a limited use. As for Whirlpool, bonus actions aren't responses: Thalassophobia is strong, but maybe the right amount of strong. Maybe not, though, as it makes all elementals two size categories larger (which it should clarify) and doubles all elementals' hit points -- meaning with the right build you can create Gargantuan Geits with 40 hit points -- but that still have the same damage as before. That's not good balance-wise, and that's not good flavor-wise. I might restrict it to water elementals or something. Again, make sure to fix the save DC for Frightful Presence.
Billows have the save DC problem from before. I'm highly aware that the concept of incorporating video game titles into subclass features is appealing, but "Skyward Sword" is a stretch as a name for this one. You need to clarify that the elementals are destroyed when sacrificed, and clarify whether it's your action or your elementals' as well as how many you can sacrifice at a time (only one? only all? variable?). I also think you should increase the damage. Only 1d6+WIS, however automatic (and a bonus action), at the cost of a body, repeating damage, and flight, is a terrible trade at level 9, especially since other characters will be throwing out cones of cold at this level. Wind Waker is probably too strong: it doesn't have the action restraints of haste, it doesn't require concentration, and you can thus do it on multiple allies in one combat. Even the severe drawback fails to balance it, as most fights involving multiple hastened player characters will end before the 10-turn limit. Anemoi is strong, but probably balanced -- though I'd make Storm Surge deal less damage if it's theoretically unlimited-use.
Why are Geits immune to being grappled, prone, or restrained? Geits' Charge also has the save DC problem from before. Stonehenge doesn't make much sense to me: you're giving yourself and your elementals a bonus for being near other creatures. The way I'm envisioning it, which has your elementals serving as guardians for your allies, it should work the other way around. Grounded reminds me of a giant from Greek myth, Antaeus. I would, however, not give the resistance to yourself, as it would make you... quite powerful. Don't call Trojan Horse's connection an "attunement"; that's already a mechanical term for 5e. Something like "connection" or "tether" would work better. I would also possibly make this a lower-level feature as it isn't very powerful aside from its ability to teleport you. For Mountains out of Molehills, I would recommend having a flat bludgeoning damage add-on like 1d6+WIS rather than add an additional damage die to the attack and then also add bludgeoning damage equal to 2xWIS to the attack.
Secondary Subclass Features
For all of these, you don't say what it takes to summon an elemental this way (action?).
Arsonist should be cleaned up. Also, you should clarify that the damage occurs on a hit, not just an attack. Fettered Flames should be weakened; a 3rd-level feature that grants multiple instances of vulnerability/resistance to an already-powerful damage type. Take elemental bane as an example. Also, it should be a reaction to use. Ignition is simply better than Arsonist as it can hit multiple targets at once, helps mobility, and just does more damage for the same cost. I also don't know why you didn't make its damage scale like Arsonist's. Burning Man is mostly fine until the last sentence. Player characters aren't meant to have access to damage immunities, as it messes too hard with game balance.
Shallow Waters should just give you the ability to breathe underwater, not in space (currently it just says you don't need air at all). Additionally, most characters don't have a swimming speed, so you need to say that you "gain" a swimming speed etc. The Depths is somewhat situational, but acceptable. However, I would say to have it say "you instead gain blindsight" rather than "instead give yourself blindsight". Now, Ripples, that's too situational. I would have it simply give proficiency in Perception/Investigation, a la the Eldritch Invocation Beguiling Influence. While I think it's a cool feature, Blood in the Water doesn't make sense as it's not actually blood in the water -- logically, what's happening is you're just smelling the scent of their wound in the air. Thus, I might change this feature to something more akin to a shark feeding frenzy.
Notos is powerful, and I would weaken it to something like a +10 or +15 bonus. Also, for what it does, it should be worded as "you may choose to double that speed." Sky Herald is misleading, as it has absolutely nothing to do with the sky or the heralding thereof. I also think the movement boost is excessive. I would instead incorporate something that more befits the name. Graceful Descent is kind of broken. Fall immunity and prone immunity are both situational, but when the situation calls for it, it's a full-on no-sell. Too much. I believe it should be weakened. Prometheus doesn't have an activation (action?) and has little to do with the actual Prometheus.
Why call it Stone Guards rather than Lesser Earth? What does it cost to activate Valor (your reaction?), and does it work on mental saving throws? Additionally, you should make it so that the damage reduction only occurs for effects that already include a save damage reduction clause, like with the Rogue's Evasion. You should probably switch the dimensions of the Castle Wall, and fix its saving throw. Also state its thickness, as sometimes that matters (like if a Large or larger creature is in its space), and all other wall effects do so.
Conclusion
This class is a cool idea, but it seems like there are far too many "limited-use" abilities, and the options border on excessive. Some of the abilities are less than flavorful and/or too powerful. Vitally, this class relies on summoning a lot of little elementals, which can make combat slow and painful, and not in a "blood of your enemies" type of painful. I genuinely hope this gets improved, because I really love the passion and inspiration that was clearly put into this project. Thanks for reading!
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On that note, here’s the Infernal Fiddle.
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My homebrew stuff:
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Extended Signature
Hi everybodyyyy! I had an idea for a cool homebrew subclass, but I need more ideas for features. Can ya help?
A Chrono Knight fighter, able to peer into the many possibilities of the near future, and react accordingly, making them extremely difficult to fight, as they can guess your every move with terrifying accuracy.
So two ideas I have so far are these.
Foresight: you gain a permanent +1 bonus to your AC
Visions of Possibility: You can see briefly into the near future, granting advantage on your next attack and Dexterity saving throws until the start of your next turn as a bonus action. You can use this feature a number of times equal to your Wisdom modifier, recharging on a short or long rest.
Idk I'm just a guy ig
I like Warlocks
I like guitars (coming up on my fifth year of playing!)
I want to be a musician/stay-at-home dad when I grow up
Recently obsessing over Warhammer 40k, specifically the T’au empire
Is there any way to make an item so that when my character is wielding it all i have to do is press the button for attack rolls?
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Is it a weapon, or does it give access to a spell that uses an attack roll? If not, then no, as you can't add actions to magic items.
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Introducing the Rimecutter Drake!
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Rimecutter Drake [v1.1.1]
Changes:
• fixed damage trigger for grapple on Rime Armor
• added new condition for damage on Rime Armor
• new Tail Lash attack as BA
• fixed CR
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My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Check out this subclass:
The Tyrant
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. There may, however, be an air of necessity to the pact: perhaps your patron has a specific purpose for a warlock, such as a threat to their rule only a mortal agent of theirs can put an end to. Whatever the reasoning, however, you are a servant nonetheless.
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Tyrant Expanded Spells
1st
bane, command
2nd
silence, find steed
3rd
bestow curse, galder's tower
4th
private sanctum, compulsion
5th
dominate person, hallow
Abjure the Unworthy
Starting at 1st level, you have been given the capability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this increases to 1/4 when you reach 5th level in this class, 1/2 at 9th level, 1 at 13th level, and 2 at 17th level.
You can use this action once. You regain all expended uses on a short or long rest.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dimissive edge against them. You gain an additional use of your Abjure the Weak. Additionally, whenever you hit with an attack against a creature turned by it, that attack is a critical hit.
Mark of the Tyrant
Starting at 14th level, your patron has branded you with a mark signifying you as a ruler over others; the mark of the conquering king. At your option, you can pick from or roll on the Marks of the Tyrant table to create a mark for your character, or make your own.
Marks of the Tyrant
Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke your mark to strengthen that spell against that enemy. You may invoke the mark multiple times per spell to target additional enemies. A target that the mark is invoked against makes the save with disadvantage. On a failed save, if the target becomes charmed by the spell, it must use its reaction to move half its speed closer to you, or if it becomes frightened by the spell, it is pushed 15 feet away from you. If the target is neither charmed nor frightened, it takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.
Let me know what you think! I'm hoping to publish this before the end of the school year, so I'd greatly appreciate feedback!
MilestoGo_24's alt.
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Wait. Actually, be very afraid.
Hey Everyone!
So I am trying to homebrew a bow. nothing too special.
In the basic information section, I give it a name, Rarity, Base Item type (Weapon) and Base weapon selection is Shortbow.
In the modifiers section, I have tried everything (obviously not) to make the damage of the Shortbow 1d8, and then adding the proficiency modifiers for the Shortbow.
I'm doing something wrong, and I can't figure it out, because the damage is always 1d6 + Proficiency.
A secondary problem I am having, is changing the range of the bow to between a Longbow range and a Shortbow range. I Can't seem to find the correct property for that either.
Obviously new at this homebrew creation for the players character sheets, and I have dome some digging in the forums, but could someone teach me how to fish with this? Is there a "help page" somewhere explaining the homebrew settings?
Thanks!
There is! Take a look through IAmSposta’s A Homebrewer’s How-To FAQ thread.
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Anyone?
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Once again, can anyone give me feedback on this?
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
This is a cool feature, and it’s extraordinarily useful for low level players. However, the scaling on the feature (1/2:9, 1:13, 2:17) means that this feature’s utility falls off sharply after around fifth level. Level 1s will encounter CR 1/8 creatures all the time, but when has a level 17 ever faced a CR 2?
The only situation I can think of in which a level 17 player is fighting a CR 2 creature is if there’s a whole army of them running around. And even then, you’re a warlock — you have plenty of AOE spells to take them out in the same amount of time.
I recommend bumping the scaling up quite a bit. Maybe 1/8:1, 1/2:5, 1:9, 3/13, and 5/17. This way the feature is a bit more useful, without being unfairly strong (IMO) since the creatures still have to make a save.
Steel Will is good, but there are some big issues with how Abjure the Unworthy and Vanquish the Weak play out.
The “turned” condition is always going to send creatures away from you. Assuming it hits, they’ll just run or dodge until they take damage or a minute passes. The former will almost always happen first, especially because Vanquish the Weak encourages it.
Because Abjure the Unworthy consumes your action, the target will just Dash away before you even have a chance to use Vanquish the Weak on your next turn. Opportunity attacks aside, this feature will rarely ever come into play.
In addition, these creatures (especially as it’s currently written) are very, very weak. They’re practically beneath the notice of the player. So when would Vanquish the Weak ever be needed, when most of your attacks can already one-shot these creatures?
Vanquish the Weak seems like a waste of a subclass feature to me. It clashes with Abjure the Unworthy by forcing the creatures to take damage, and it’s almost never going to be useful in combat interactions unless the DM decides to send bandits after a high-leveled group.
Some possible fixes and buffs I think would be helpful:
These buffs may be a bit too strong. I’m pretty terrible at balancing, so not sure, but IMO the current version isn’t really viable compared to things like the Hexblade.
This is super cool and could synergize really well with opportunity attacks. No changes needed here.
This is what happens when you let a nothic onto the forums. Longtime mapmaker and forever GM.
Resident map-fiend. Writer, storyteller, worldbuilder. Lover of music & food; hater of elves & numbers. Threads I enjoy:
The Bloody Barnacle | The Spider Guild | The Wonderful Roleplay Guild | Anything BUT the OGL 2.0 | The Tower of Lore | The Universe Smorgasbord | The Afterglow
Thank you! This helps a ton!
Come participate in the Competition of the Finest Brews, Edition XXI?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature