I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
Anyway, what do you think?
Hmm. Maybe give them Powerful Build so that they can use heavy weapons?
I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
Anyway, what do you think?
Its great!
I would simplify the Strong Bones feat to just say that you can have a number of dice equal to your proficiency bonus automatically roll one's, but that's kind of complicated too.
For thick skin, maybe they can use their Constitution instead of Dexterity for calculating AC? And that stacks with other methods of calculating AC?
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I ported over Striking Runes from Pathfinder in an attempt to make Martials better. What do you think? I know the wording is bad.
Wondrous Item, varies
This rune is an uncommon item that can be etched on to a weapon or tattooed to a creature during a long rest. This uses up the runes magical energy, and it cannot be copied again. If etched on to a weapon, it causes the weapon to deal an extra die of damage on a hit and gains a +1 to attack and damage rolls, if it didn't already have a bonus to them. If tattooed on to a creature, that creature must attune to it, after which they deal an extra die of damage on any Unarmed Attack gain a +1 to attack and damage rolls with them, if it didn't already have a bonus to them. In either case, the die is the same size as the damage die of the weapon, or a d4 if it doesn't have one.
The Rare versions bonus is +2 and deals two additional dice on a hit.
The Very Rare versions bonus is +3 and deals three additional dice on a hit.
A Legendary variant is told about in folklore, but hasn't yet been proved to exist.
Reposting this because it looks like it got hidden by other posts.
Rollback Post to RevisionRollBack
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
Anyway, what do you think?
Hmm. Maybe give them Powerful Build so that they can use heavy weapons?
I hadn't thought of that, but then I don't see this race being much about strength. Their "thing" is being surprisingly dextrous and very hardy.
Picture for reference of what these guys sort of look like:
I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
Anyway, what do you think?
Its great!
I would simplify the Strong Bones feat to just say that you can have a number of dice equal to your proficiency bonus automatically roll one's, but that's kind of complicated too.
For thick skin, maybe they can use their Constitution instead of Dexterity for calculating AC? And that stacks with other methods of calculating AC?
Oddly that method was my original one that I intended to do, but then I realised you had to specify which dice rolled ones - it's easier to just take the dice away and take 1 point of damage per dice removed than go through the balancing of whether you remove the highest or lowest rollers!
I picked dexterity as the AC13 represents their armour, and the +dex represents them attempting to dodge the blow. I'm also aware that contstitution is their +2 stat so I don't want them to stack themselves up too much!
In addition to the above, I've added:
Nimble Swimmer
You have advantage on acrobatics checks and dexterity saving throws whilst you are swimming.
I realised I'd missed this on the original! These guys are supposed to be water babies!
I ported over Striking Runes from Pathfinder in an attempt to make Martials better. What do you think? I know the wording is bad.
Wondrous Item, varies
This rune is an uncommon item that can be etched on to a weapon or tattooed to a creature during a long rest. This uses up the runes magical energy, and it cannot be copied again. If etched on to a weapon, it causes the weapon to deal an extra die of damage on a hit and gains a +1 to attack and damage rolls, if it didn't already have a bonus to them. If tattooed on to a creature, that creature must attune to it, after which they deal an extra die of damage on any Unarmed Attack gain a +1 to attack and damage rolls with them, if it didn't already have a bonus to them. In either case, the die is the same size as the damage die of the weapon, or a d4 if it doesn't have one.
The Rare versions bonus is +2 and deals two additional dice on a hit.
The Very Rare versions bonus is +3 and deals three additional dice on a hit.
A Legendary variant is told about in folklore, but hasn't yet been proved to exist.
Reposting this because it looks like it got hidden by other posts.
I think this sounds very, very powerful. an uncommon rune on a greataxe goes from a basic weapon to a +1 to hit greataxe dealing 2d12+1+str magical weapon. A greataxe with a very rare rune is not only a +3 weapon, but also deals 4d12 damage on a hit! That's mad!
Then assume "worst case", which at a glance is a half-orc with great weapon master and a very rare greataxe, rolling a critical hit.
This gives you 12d12+11+str damage on the hit. That's an average of 89+str damage from a critical hit. That's enormous!
I can see what you're going for with this and I like the flavour, but I'd either up them one rarity each (a +1 axe is uncommon, why would a +1 double-damge axe also be uncommon?) or rethink the damage bonus, or rethink the +1/2/3 to hit being on top of it.
Alternatively, and here's a kicker, make them just give +1/2/3 to hits & damage, but can be etched onto existing magic items - so if you get a cool frost mace which casts spells and deals cold damage, you can upgrade it to keep up rather than having to drop it for a newer weapon which you don't like as much (but which has +2 to hit)!
I ported over Striking Runes from Pathfinder in an attempt to make Martials better. What do you think? I know the wording is bad.
Wondrous Item, varies
This rune is an uncommon item that can be etched on to a weapon or tattooed to a creature during a long rest. This uses up the runes magical energy, and it cannot be copied again. If etched on to a weapon, it causes the weapon to deal an extra die of damage on a hit and gains a +1 to attack and damage rolls, if it didn't already have a bonus to them. If tattooed on to a creature, that creature must attune to it, after which they deal an extra die of damage on any Unarmed Attack gain a +1 to attack and damage rolls with them, if it didn't already have a bonus to them. In either case, the die is the same size as the damage die of the weapon, or a d4 if it doesn't have one.
The Rare versions bonus is +2 and deals two additional dice on a hit.
The Very Rare versions bonus is +3 and deals three additional dice on a hit.
A Legendary variant is told about in folklore, but hasn't yet been proved to exist.
Reposting this because it looks like it got hidden by other posts.
I think this sounds very, very powerful. an uncommon rune on a greataxe goes from a basic weapon to a +1 to hit greataxe dealing 2d12+1+str magical weapon. A greataxe with a very rare rune is not only a +3 weapon, but also deals 4d12 damage on a hit! That's mad!
Then assume "worst case", which at a glance is a half-orc with great weapon master and a very rare greataxe, rolling a critical hit.
This gives you 12d12+11+str damage on the hit. That's an average of 89+str damage from a critical hit. That's enormous!
I can see what you're going for with this and I like the flavour, but I'd either up them one rarity each (a +1 axe is uncommon, why would a +1 double-damge axe also be uncommon?) or rethink the damage bonus, or rethink the +1/2/3 to hit being on top of it.
Alternatively, and here's a kicker, make them just give +1/2/3 to hits & damage, but can be etched onto existing magic items - so if you get a cool frost mace which casts spells and deals cold damage, you can upgrade it to keep up rather than having to drop it for a newer weapon which you don't like as much (but which has +2 to hit)!
One step higher rarity then, would that make it better? Of course, 5e rarity basically means nothing...
I'll work on it.
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This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco. No connection to Dragonslayer8 other than knowing them in real life.
I posted these before, but I don’t think anyone saw them…
I was thinking of making a couple home brew Battle Master maneuvers. The first is called Fatal Blow and is based on the feature in Legend of Zelda: Skyward Sword of the same name. I was thinking of something like this:
When you hit a prone, unconscious, or stunned creature with a melee attack, you can add your superiority dice to the damage roll of the attack. If you hit the target’s AC by 6 or more, you can add twice the number rolled on the superiority dice to the damage.
This one is just a home brew maneuver.
You smash a creature with the pommel of your weapon, attempting to stun them. You make a melee attack, and on a hit, the target takes no damage, but is stunned until the end of its next turn.
I feel like these might be too powerful. Any feedback would be appreciated!
I posted these before, but I don’t think anyone saw them…
I was thinking of making a couple home brew Battle Master maneuvers. The first is called Fatal Blow and is based on the feature in Legend of Zelda: Skyward Sword of the same name. I was thinking of something like this:
When you hit a prone, unconscious, or stunned creature with a melee attack, you can add your superiority dice to the damage roll of the attack. If you hit the target’s AC by 6 or more, you can add twice the number rolled on the superiority dice to the damage.
This one is just a home brew maneuver.
You smash a creature with the pommel of your weapon, attempting to stun them. You make a melee attack, and on a hit, the target takes no damage, but is stunned until the end of its next turn.
I feel like these might be too powerful. Any feedback would be appreciated!
Cool idea to make a maneuver that specifically takes advantage of an opponent’s weakness. The second one, however, I think may be too powerful, as there’s no saving throw.
Thanks for the feedback! I’ll change it for my home brew games and stuff.I wish there was a way to post home brew class features in the manner of the home brew spells and monsters that you currently can do.
I'm writing up a homebrew race (called Choeropsi, little hippo people) and the crux of them is that they have very dense bones and thick skin. To reflect the first, I am giving them a reduction to fall damage (basically they just don't break like other races) and I am struggling to make the second one anything other than unarmoured defence.
current setup I've gone for:
Ability Score Increase As a typical Choeropsi, your Constitution skill increases by 2 and your Dexterity skill increases by 1
Age Choeropsi reach adulthood in just 5 years. They rarely live far beyond 60 years.
Alignment Choeropsi tend to form strong alignments. Typical Choerposi tend towards Neutral or Good, and are rarely chaotic.
Size You stand around 3 feet tall and weigh about 80 pounds. Your size is small.
Speed Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.
Strong Bones
When you incur fall damage, you can reduce the number of dice used for the damage by a number equal to your proficiency bonus. When you do so, you take an amount of bludgeoning damage equal to the number of dice you removed.
Thick Skin
You have remarkably thick, rubbery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Choeropsi Nimbleness
You can move through the space of any creature that is of a size larger than yours.
Bite
Your jaws are strong and hold four sharp tusks, and are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath
You can hold your breath for a number of minutes equal to 20 + your constitution score.
I have had some feedback that the Strong Bones one is a bit complicated, but I want it to work well for short drops and badly for huge ones, so if everyone thinks it's complicated then I will need another method - perhaps trating falls as shorter, or something.
Anyway, what do you think?
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!
Hmm. Maybe give them Powerful Build so that they can use heavy weapons?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
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Extended Signature
Its great!
I would simplify the Strong Bones feat to just say that you can have a number of dice equal to your proficiency bonus automatically roll one's, but that's kind of complicated too.
For thick skin, maybe they can use their Constitution instead of Dexterity for calculating AC? And that stacks with other methods of calculating AC?
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Reposting this because it looks like it got hidden by other posts.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
I hadn't thought of that, but then I don't see this race being much about strength. Their "thing" is being surprisingly dextrous and very hardy.
Picture for reference of what these guys sort of look like:
Oddly that method was my original one that I intended to do, but then I realised you had to specify which dice rolled ones - it's easier to just take the dice away and take 1 point of damage per dice removed than go through the balancing of whether you remove the highest or lowest rollers!
I picked dexterity as the AC13 represents their armour, and the +dex represents them attempting to dodge the blow. I'm also aware that contstitution is their +2 stat so I don't want them to stack themselves up too much!
In addition to the above, I've added:
Nimble Swimmer
You have advantage on acrobatics checks and dexterity saving throws whilst you are swimming.
I realised I'd missed this on the original! These guys are supposed to be water babies!
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 think this sounds very, very powerful. an uncommon rune on a greataxe goes from a basic weapon to a +1 to hit greataxe dealing 2d12+1+str magical weapon. A greataxe with a very rare rune is not only a +3 weapon, but also deals 4d12 damage on a hit! That's mad!
Then assume "worst case", which at a glance is a half-orc with great weapon master and a very rare greataxe, rolling a critical hit.
This gives you 12d12+11+str damage on the hit. That's an average of 89+str damage from a critical hit. That's enormous!
I can see what you're going for with this and I like the flavour, but I'd either up them one rarity each (a +1 axe is uncommon, why would a +1 double-damge axe also be uncommon?) or rethink the damage bonus, or rethink the +1/2/3 to hit being on top of it.
Alternatively, and here's a kicker, make them just give +1/2/3 to hits & damage, but can be etched onto existing magic items - so if you get a cool frost mace which casts spells and deals cold damage, you can upgrade it to keep up rather than having to drop it for a newer weapon which you don't like as much (but which has +2 to hit)!
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!
One step higher rarity then, would that make it better? Of course, 5e rarity basically means nothing...
I'll work on it.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Just to remind anyone on this thread, I have a homebrew thread! You can find it at Recovered From the Archives!
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
The full Bloodstained suite! I know no one asked for it, but I don’t care! Here you go!
Elixir of the Bloodstained (Magic Item)
Eljhara Randak, the Bloodstained (Monster)
Sword of the Seraph (Magic Item)
Sword of the Bloodstained (Magic Item)
Flame Blade of the Bloodstained Sword (Monster)
Glorybringer of the Bloodstained Sword (Monster)
Shield Bearer of the Bloodstained Sword (Monster)
Skirmisher of the Bloodstained Sword (Monster)
Don’t be afraid to tell me what you think!
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 posted these before, but I don’t think anyone saw them…
I was thinking of making a couple home brew Battle Master maneuvers. The first is called Fatal Blow and is based on the feature in Legend of Zelda: Skyward Sword of the same name. I was thinking of something like this:
When you hit a prone, unconscious, or stunned creature with a melee attack, you can add your superiority dice to the damage roll of the attack. If you hit the target’s AC by 6 or more, you can add twice the number rolled on the superiority dice to the damage.
This one is just a home brew maneuver.
You smash a creature with the pommel of your weapon, attempting to stun them. You make a melee attack, and on a hit, the target takes no damage, but is stunned until the end of its next turn.
I feel like these might be too powerful. Any feedback would be appreciated!
Cool idea to make a maneuver that specifically takes advantage of an opponent’s weakness. The second one, however, I think may be too powerful, as there’s no saving throw.
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
Thanks for the feedback! I’ll change it for my home brew games and stuff.I wish there was a way to post home brew class features in the manner of the home brew spells and monsters that you currently can do.
Guess who’s made a meme monster
Capitalism Elemental
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
Looks good. One thing I would add is that if taxes hit then the player hit loses XdX amount of gold which will be given to the elemental
Mostly nocturnal
help build a world here
Great idea! I’ll do that!
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
Capitalism Elemental [v1.1]
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
Looks great
Mostly nocturnal
help build a world here
Forest Guardian. Not sure if I got the right challenge rating but I think it looks good
Mostly nocturnal
help build a world here
I would reword the Regeneration feature so it says:
When wording the Grasping Vines, I would refer to fireball for help.
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
Made a monster, the White-Spined Predator! Tell me what you think!
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