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    posted a message on Blood Hunter - Unicorn Homebrew Subclass Help

    They definitely want to be more of a gloom stalker type. More in your face attacking, than using spells. However, they did decide just after I posted this that they actually wanted to be a hunter of unicorns LOL sort of swap the alignment and make them evil creatures that they're hunting lol so I shall be editing the thread to show us such.

    So yeah, I'm looking for a blood hunter - unicorn slayer type subclass :)

    Posted in: Dungeon Masters Only
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    posted a message on Blood Hunter - Unicorn Homebrew Subclass Help

    One of my players wants to create a subclass to the blood hunter, around the hunting of unicorns. I was going to look through the sublcasses and reskin one to relative traits to unicorns. But wanted to see if anyone had any ideas? Ideally things that would help overcome their defense, and become more resistant to their offense, a ribbon flavor to detect a presence is something I thought of as well.

    Anyways, open to all suggestions, as I'm also kind of unfamiliar with blood hunter at higher levels, but know enough for the levels we will be running, so that's also a bit of my lapse in knowledge.

     

    Edited to swap to Unicorn

    Posted in: Dungeon Masters Only
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    posted a message on Homebrew Classes?
    Quote from Jayvir66 >>
    Quote from SkidAce >>

    I don't think they will ever give the ability to create homebrew classes.

    Many folks would stop buying books, and just enter new classes by hand.  Others would have completely unrecognizable as dnd campaigns, also reducing the demand for new books and products.

     

    I personally would still buy books for new classes, as it would be good value in my opinion for the money.  I really only need one or two classes (psion) anyway.

     The problem is that if we play using D&D Beyond, if I want to play as a third party class (like my Tanares book has), I simply cannot use D&D Beyond any more. I'd be fine even with just a more blank or generic character page in lieu of allowing for full custom classes. 

    But seeing as they are adding third party class books on here anyways, I think not allowing it is increasingly more dumb of a decision. There are plenty of third party sourcebooks that are only subclasses or items or spells. And we can add all of them as homebrew already. Why draw the line at classes?

     

    I couldn't agree more. I don't see how they can't just release the same system, they say the classes are more intricate, but I feel like it really can't be THAT much crazier than what subclasses currently offer. I feel like no one really complains about features missing from the homebrew tools here to include more stuff for their subclasses/monsters/spells. I feel like it's pretty comprehensive. SO JUST GIVE IT TO US!!!!!!!!!!! PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Posted in: D&D Beyond Feedback
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    posted a message on Homebrew Classes?
    Quote from SkidAce >>

    I don't think they will ever give the ability to create homebrew classes.

    Many folks would stop buying books, and just enter new classes by hand.  Others would have completely unrecognizable as dnd campaigns, also reducing the demand for new books and products.

     

    I personally would still buy books for new classes, as it would be good value in my opinion for the money.  I really only need one or two classes (psion) anyway.

     

    I dont think that holds up comparable to books with only sublcasses/spells where you can homebrew the entire book? I feel like literally all sourcebooks, excluding the artificer class in Tasha's, has been completely homebrewable for free. 

     

    I can see the thought process, but doesn't think it holds up. Especially since they've been saying they will add it as well. I feel like if they had never spoken on it, then you would definitely have more weight to your theory, but for them to say yeah we'll do it, and then eventually put out a statement saying they won't, or even worse, another 10 years goes by and they still don't have homebrew classes, that would surely take out a lot of the remaining d&d loyalists, particularly, the dndbeyond loyalists

    Posted in: D&D Beyond Feedback
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    posted a message on Homebrew Classes?

    I  was just thinking that myself!

    GIVE US HOMEBREW CLASSES!!!!!!!!!!!!!!!!!!!!!

    Posted in: D&D Beyond Feedback
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    posted a message on Homebrew Classes?

    So with the illrigger class from MCDM coming to dndbeyond, maybe we're closer than ever to a homebrew class builder. The delay could have also been that they didn't want to start it until the 2024 PHB rules came out, and then have known that all long but not been able to tell us.

     

    Anyways, homebrew classes for 2024!!!! Let's go dndbeyond, just let us have whatever you used for the illrigger!!!! Now there's no reason not to!

    Posted in: D&D Beyond Feedback
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    posted a message on Chatroom Apps for Players as Different Characters

    My players have a rotating cast of characters they play as. They have begun the habit of texting each other in character, which I love and was unprompted so extra win. 

    BUT then I got to thinking, because they swap characters every two months of so, between their cast of 5-8 depending on the player, it would be cool if there was an app that they could all hop into my chatrooms and could send messages as their different characters by setting images for their characters, maybe fonts and colors, etc. But would easily be able to have them send messages as characters, and include any number of other characters.

    I understand this is incredibly niche, but didn't know if there was anything out there at all. Because as the DM, I'd like to be able to read all the messages (which they would obviously know that ahead of time), as opposed to trying some other chatroom where it's manually adding people and changing fonts/colors, etc.

     

    Posted in: Dungeon Masters Only
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    posted a message on PHB 2024 Physical Order Cancelled?

    I preordered the digital and physical bundle for the PHB24, but I just got an email saying that my physical order was cancelled? I didn't cancel it, so I'm trying to figure out how/why this happened?

    Am I the only one that had my order cancelled? I looked through the forums and couldn't find anyone with a recent posting with a similar issue.

    Posted in: D&D Beyond Feedback
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    posted a message on Can't Select Homebrew or Partnered Subclasses in 2024 Character Builder

    Yeah, I don't have access to a lot of my paid content subclasses for 2024 classes. Is it within the plan to make all of the purchased content available for 2024 classes? Or will we have to homebrew it?

    Posted in: D&D Beyond Feedback
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    posted a message on Dungeon of the Mad Mage twist

    I love this idea and might even steal it for one of my games lol great idea!

    Posted in: Dungeon Masters Only
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    posted a message on D&D Beyond Feature Roadmap

    I assume they mean a button that would toggle the effect of the haste spell when it is cast one someone, so that their character sheet would be affected by the switch of a button. 

    I would love a spell toggle with a dropbox to check which spells you're under the effect of. Now that would be cool. Would definitely help to make sure no one is forgetting any certain parts of any spell effects.

    Posted in: General Discussion
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    posted a message on Help with Heist Planning using Skills

    I have a table of 8 players. The set up is that they each made characters with a focus on one skill that couldn't be stealth or deception. Each of the characters was scouted for this mission. The plan is to have four pairs of 2 to each unlock 1 lock all at the same time. I'm sure D&D isn't the best game for this concept, but it's what we play lol so how it turned out is I've got the following pairs with their skills below with some ideas I was thinking, but I need some help fleshing them out and also making sure that everyone feels like they had their time to shine. The heist will take place at a mansion during a party, or they can use the party to scout the area and go back later, that night.

    Pair 1: Survival and Athletics - My idea was to have this pair outside. Some type of lock hidden within a hedge maze. The survival player is an aarokocra, so some type of scouting the maze and using the Athletics character to break hidden walls or something

    Pair 2: Persuasion and Nature - I wanted this portion to be inside in the main party area, almost making 3 mini keys for their lock, so they have to go to the stables, the kitchen, and somewhere else to talk their way there, and then use the nature to deduce whatever the mini keys may be.

    Pair 3: Arcana and Intimidation - similar to the part before, I wanted this to be inside the mansion, but not in the party area. Having to go places, you really have no business being. So I need some way to make the intimidation relevant, whereas arcana I know isn't for magic stuff, but for magic knowledge, but I can't think of ways to utilize magic knowledge, other than some type of magical barrier that they'd have to bring down, which seems like spells would work in that case, so back to square 1.

    Pair 4: Acrobatics and Sleight of Hand - For this one, I wanted to be maybe in the attic, or maybe even in an airship that the mansion owner may have. Acrobatics is pretty easy to imagine maneuvering, but combining with sleight of hand, trying to think of things like timed levers or something.


    All base ideas, and I'm not married to any of the pairings either, I just want enough for each character to do a small handful of useful things during this part of the campaign, since it's the last and most important part. My last campaign really highlighted certain players based on their character builds, so I want to make sure to at least use this campaign to highlight everyone in some way that is useful and satisfactory. Any constructive advice or any ideas at all are both appreciated!

    Posted in: Dungeon Masters Only
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    posted a message on Help with Some World Effects
    Quote from Solarsyphon >>

    I think if the effects are going to be so extreme as there is no fire for long periods then the effects should probably be regional. I.e during the  blue moon period there is like an arctic region which is supernaturally cold and can have no fire so people have to migrate away or use magic just to stay warm . Similarly there is a desert region which under the red moon has no water unless it's very carefully stored and possibly a volcanic region where the sky is blotted out with ash and fire.  At the same time while the red moon is up the arctic region might be really pleasant and there may be more consistently safer spots between. The light could similarly have an are with no night and so bright in the day it blinds.  Dark could have an area with no day and no light can illuminate   You could even have two water regions, one which rains  and floods and one which freezes. 

     

    I actually really like this. Using one aspect and portraying that different per region. 

     

    Because the world is broken up into 4 Kingdoms, and then a massive archipelago in the center of them all, and that would be interesting to make each effect have a couple specific regions affected differently in that way!! Thank you for the idea!!

    Posted in: Dungeon Masters Only
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    posted a message on Help with Some World Effects
    Quote from Metamongoose >>

    I don't think the moons you have set a the time of this posting (Sapphire and Amethyst) are going to be good narratively or in a playability sense.  I would suggest looking to maybe the Gem Dragons or other crystal features and modeling your moons off of effects that they have. So, something like this:

    Ruby Moon: The light of the ruby moon casts a red glow amongst the populace, raising passions and driving monsters to action.
    • Player effects:  +1 bonus to hit with attacks. +2 HP back per hit-dice spent during a short rest. Once per day, spend 1 hit die to add it's roll to damage on a physical attack. 
    • World effect: Increased monster incursions and the beginning of seven years of more likely societal strife between nations. Tempers flare, great love stories are forged, and wild adventure is had.

    Amber Moon: The light of the amber moon cools the passionate fires of the previous seven years. Peace begins to bloom and a cycle of diplomacy and healing begins.

    • Player effects: +1 bonus per dice to healing magics. +2 bonus to Persuasion and Animal Handling rolls. Once per day, each player can expend 1d4 and add the roll to one non-violent action.
    • World effects: Monster incursions decrease and society settles. Adventurers strike out to uncover lost treasures free from worry about overt monster attacks, only worrying about what they may disturb.

    Topaz Moon: The light of the topaz moon brings the hunger for industry as seven years of peace have set the table for trade. 

    • Player effects: + 1 bonus to AC. +2 bonus to Deception and Persuasion skills. Once per day players can expend 1d6 and add it to any roll that corresponds to a non-violent physical skill.
    • World effects: Trade explodes. Magic items and rich exotic goods become more prevalent. Fresh mines are unearthed which need adventurers to clear out, as they may disturb slumbering monsters.

    Emerald Moon: The greenish hew of the emerald moon ushers in the winds of change. Children born of this age are prepared for the trials ahead of them as they will grow to adulthood during the ages of strife.

    • Player effects: Once per combat, one attack or save of the player's choice gains advantage. At the beginning of the age, each player rolls 3d20 and logs those numbers. They may expend these rolls during the course of this age to replace any dice roll.  
    • World effects: Prophecy runs rampant. schools and secret enclaves begin acquiring young children to mold into pawns for the coming age of strife. Kidnapping and raiding for children rises. Adventurers are often called to help rescue these unfortunates. 

    Sapphire Moon: Under the blue sheen of the sapphire moon, the world awaits the prophesized end-times. Preparations are made to survive the coming age. Power struggles arise between leaders hoping to avert impending disaster. Countries struggle to re-forge old survival plans or attempt new methods.  

    • Player effects: +2 bonus to Save DC of Enchantment/Illusion/and Divination spells. Once per combat, each player can spend a reaction on another players turn to become the target of an enemy attack, even if that attack would not normally be able to hit them. Once per day, each player can drink a bottle of salt water to regain hit points as if drinking a healing potion.
    • World effects: Society closes in on itself. Countries begin to close their borders and harden their defenses. Adventurers are often busy stamping out various new cults that begin to pop up.

    Amethyst Moon: The purplish haze of the amethyst moon ushers in an age of darkness and strife. Evil awakens and the world shudders.

    • Player effects: Advantage on Stealth rolls and +2 bonus to attacks or Save DC's for Necromancy spells. Once per combat, players can "shadow jump" as a bonus action up to 15 feet. Once per day, players can choose to pre-fail a death save to regain 1/4th of their hit-point maximum rounded down as an action.
    • World effects: Darkness reigns and shadows are the vanguard of terror. Citizens huddle behind walled cities and soldiers guard their charges. In the outlands, small towns call on adventurers to help protect them from the nightly specters. Heroes begin to bloom during these years, cutting their teeth on shadows until the turn of a more violent age. 

     

    I'm at a function right now, and can't FULLY dive into these like I want to to really sit and think about them. But just browsing, adding more math to remember that changes periodically, I think would have a negative impact on my table 😅 but I will review these probably tomorrow morning and see if any of the ideas give me inspiration!! I REALLY appreciate the effort you put here!! I normally don't get too many replies on my posts I feel like, so I wasn't expecting all these so soon!! 🥹

    Posted in: Dungeon Masters Only
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    posted a message on Help with Some World Effects
    Quote from martintheactor >>

    Wild Magic effects immediately spring to mind. So, maybe when it's the God of Fire's time, any fire magic might suffer or benefit from Wild Magic effects.

     

     

    I like that a lot!! BUT I do feel like that would make the wild magic subclass less unique. But I will definitely look through that table and see if I find any inspiration!!!

    Posted in: Dungeon Masters Only
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