r/DnDHomebrew • • 20h ago

5e Two D&D 5e Homebrew Swords: An Artifact Greatsword with a Death Bargain and a Rare Longsword with Blindsight [Feedback Welcome][Full Rules]

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103 Upvotes

Hi everyone!

Two swords I've been working on recently.

Playing with Death is an artifact greatsword with a risky ability that can save you from dying.

Hangfang's Echoes is a rare longsword with a bat skull, blindsight and some extra thunder damage.

Any feedback or suggestions are always welcome. The Emporium's forge is always open!

Full rules below.

📜

Playing with Death

Weapon (greatsword), artifact (requires attunement)

Weight 6 lb.

Properties: Heavy, Two-Handed

Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.

Death's Edge. While holding this sword, when your current hit points are equal to or less than half your hit point maximum, once on each of your turns you can deal an extra 1d8 necrotic damage to a creature you hit with it.

The Death Bargain. When damage would reduce you to 0 hit points but not kill you outright, while holding this sword, you can instead drop to 1 hit point and gain 20 temporary hit points. Choose one hostile creature you can see within 60 feet of you that isn't summoned or controlled by you or your allies.

For 1 minute, once on each of your turns when you hit the chosen creature with this sword, you can deal an extra 3d8 necrotic damage. This damage stacks with Death's Edge.

If you reduce the chosen creature to 0 hit points with an attack from this sword before the minute ends, you regain 4d8 hit points and the bargain ends.

Otherwise, when the minute ends, you drop to 0 hit points and begin making death saving throws as normal. This effect isn't damage and can't be prevented by death ward.

Once you use this property, you can't use it again until the next dawn.

Traits: Hungry, Tenacious, Relic

📜

Hangfang's Echoes

Weapon (longsword), rare (requires attunement)

Weight 3 lb.

Property: Versatile (1d10)

Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Awakened Echo. While holding this sword, you can use a bonus action to awaken the bat skull for 1 minute. For the duration, while holding the sword, you have blindsight out to a range of 10 feet, unless you are deafened.

Once used, this property recharges at dawn only if the sword has hung upside down for at least 4 consecutive hours since its last use.

Lingering Screech. Once on each of your turns, when you hit a creature with this sword while Awakened Echo is active, the target takes an extra 1d6 thunder damage, and you can cause a spectral echo to cling to it until the start of your next turn. If the target moves or is moved 5 feet or more before then, it takes 2d6 thunder damage, and the echo disappears.

Traits: Resonant, Temperamental

──── ୚୧ ────

✏ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

✩

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. đŸ§™â€â™‚ïžđŸŽČ


r/DnDHomebrew • • 6h ago

5e Nightward Charm (Rare, A*) | Sleep tight, this charm keeps bad dreams out and lets mysterious secrets in

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8 Upvotes

r/DnDHomebrew • • 43m ago

5.5e The Art of Crafting Preview

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‱ Upvotes

This is a New crafting system that lets you make your very own weapon ingame in D&D. You choose what abilities you put on it and the DM can choose the power of all abilities easily, to fit all levels and settings.

Over 300 abilities being able to be combined in countless combinations.

Check out the Preview here

https://docs.google.com/document/d/1PhQc8YuxFjmkK-lNFDQq9u8Fegn_kFWGzEYWELY1sUQ/edit?usp=sharing

And if you want to support this please check out:

https://www.kickstarter.com/projects/varldssmide/the-art-of-crafting-dnd


r/DnDHomebrew • • 20h ago

5e [OC] Mammoth's Guide to Somethings - 42 new subclasses, 3 new classes (Oracle, Oneiromancer, Summoner), 5 lineages and some more things for your table

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71 Upvotes

Hey everyone! After a LONG time of writing, testing, and rebalancing, I'm sharing Mammoth's Guide to Somethings (v0.8), a free homebrew supplement for D&D 5e, built on the 2014 rules with some 2024 additions (and fully compatible with both).

What we got?

Part I - 42 subclasses (yeah, i know), three for every class (plus Mr. Mercer's Blood Hunter and our lovely Artificers), including:

- Path of the Singularity (Barbarian): wanna play as a motherfuckin' black hole? I got you, twin.

- Vigilante (Rogue): wanna be a billionaire orphan with a utility belt and trust issues? Say no more.

- College of the Crescendo (Bard): wanna 1-2-3 on your enemies' corpses? I've told you already, I got you.

- Sphinx Legacy (Sorcerer): wanna be the most annoying person at the table? Riddles and judgments. I got you, twin.

- Order of the Sanctified (Blood Hunter): do you have a death wish and want to play as the big boy J.C. Himself? Say it with me: Amen, brothers and sisters.

- Gunsmith (Artificer): do you want to shoot things really good? Yeah, this one I can't help yo- I GOT YOU, MAN.

- ...and SO many more.

Part II - 3 new classes

- Oracle: the gods gave you power and a curse, and there is no return policy (Pathfinder based-class)

- Oneiromancer: be the voice in someone's head. Legally.

- Summoner: want to play as Fushiguro from JJK but nobody lets you? I'm here, letting you fulfill your anime needs. Also comes with a bug swarm and a living armor option, because why not?

Part III – 5 lineages and optional rules

Bug-hogs (the perfect hybrid between a bugbear and a hedgehog), dryads, haunted puppets, walking rocks, and frogs. Plus a new fear system where your character either throws hands, runs, or freezes like a deer in headlights.

Balance: every subclass was compared numerically against official subclasses (from the PHB, XGE, TCE, etc) on damage, tankiness, and healing/support, then adjusted so nothing sits above the official ceiling or below the floor. Yes, I made spreadsheets and yes I made scripts to test it out. No, I don't want to talk about it.

Link: Google Drive

Feedback is very welcome! This is still v0.8, so I'd love to hear what feels too strong, too weak, or unclear, especially after playtesting.

About the art: I'm still tracking down the original artists for some of the illustrations (thank you AI-infested internet). If you recognize any of them, please let me know so I can credit them properly (or remove the piece if the artist prefers). And, if you see any AI-generated images that slipped through, please let me know. All the credits are in the PDF.

AI-Usage: Gen-AI was used only to review wording.


r/DnDHomebrew • • 10h ago

5.5e Hayasame早雚 - Rapier / Umbrella with melee spellcasters in mind

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11 Upvotes

r/DnDHomebrew • • 6h ago

5.5e Instant Freeze | Encase Your Foes in a Sheet of Ice

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4 Upvotes

r/DnDHomebrew • • 7h ago

5e Slimy Oozing Pact

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4 Upvotes

Gelatinous, pestilent, revoltingly vile in body and inscrutably aberrant in mind. Shapeless form, primordial soup of bubbling bile, an never ending hunger for power, memories and flesh.

You made a pact with Juiblex, a Elder Oblex or otherwise powerful slime/ooze

Pact Spell List
1st Caustic Brew & Grease
2nd Acid Arrow & Wither and Bloom
3rd Stinking Cloud & Vampiric Touch
4th Vitriolic Sphere & Blight
5th Contagion & Enervation

Acidic Anatomy
At 1st level when a creature you can see within 5 feet attack you, you can use your reaction to spit acid and deal 1d4 acid damage to that creature, unless it succeeds on a Constitution saving throw against your spell save DC. The acid damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level , 1d12 at 20th level.

You also gain resistance to acid damge.

Gripping Appendage
At 6th level as a bonus action you can summon a slimy tentacle from your body, and use the tentacle to grapple a medium or smaller size creature. You use your charisma modifier instead of Strength, on both the grapple check and to maintain the creature in your crapple. You can only have one creature grappled at a time.

Devour Nourishment
At 10th level as a action you can suck the life out of a creature you have grappled in your slimy tentacle, the creature takes 5d4 acid damage, and you regain hit points
equal to half of the damage dealt rounded up. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

You also gain immunity to acid damge.

Magic Ravenousness
At 14th level as a action you can suck the magic out of a creature you have grappled in your slimy tentacle, when you use this feature you regain 1 expended warlock spell slot. You can use this feature once after finishing a short or long rest.

You can now as a bonus action summon 2 slimy tentacles from your body and grapple 2 large or smaller size creatures.


r/DnDHomebrew • • 11h ago

5e Wild Sorcerer Reworked

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8 Upvotes

When you pick this origin you can choose to roll the damage type of your spells of 1st level or higher when you do so roll 1d8, if the spell does multiple damage types all of them turn into the damage type rolled.

1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Ever time you cast a spell of 1 level or higher you have to roll a wild magic surge, every time wild magic doesn’t happen increase the chance by 5% (+1 on a D20)

Using Tides of Chaos increases your wild magic chance by 50% (+10 on a D20)

You can use Bend Luck for free a number of times equal to your proficiency bonus

Controlled Chaos still works if you are under 50% wild magic chance but if you are at or over 50% you roll twice and both happens at the same time.

At 14th level when you choose to roll the damage type of your spells of 1 level or higher you roll 2d8 and pick one option, if the spell does multiple damage types you can choose to use both damage types.


r/DnDHomebrew • • 1h ago

5.5e Homebrew FR - EspÚces Saurial et Ettin pour D&D édition 2024 (5.5e)

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‱ Upvotes

https://www.mediafire.com/folder/fpsp8d2aou5t1/Documents
Bonjour à tous, j'ai découvert récemment ces deux espÚces qui m'ont vraiment intrigué et ai décidé d'en créer une version moderne pour la 5.5e.

Petit aperçu oblige pour les plus curieux d'entre vous :

-Le Saurial est une espĂšce dinosauresque utilisant les phĂ©romones pour communiquer et possĂ©dant pas moins de 4 sous-espĂšces, apportant chacune un style de jeu diffĂ©rent ! 🩖

-L'Ettin est une espĂšce gĂ©ante possĂ©dant deux tĂȘtes, jouable uniquement par deux joueurs ! DĂ©cidez de vos dĂ©placements ensemble, disputez vous sur la stratĂ©gie Ă  adopter et surtout Ă©crasez vos adversaires avec votre puissance colossale ! 😁

Merci de m'avoir lu, n'hĂ©sitez pas Ă  me faire vos retours dans les commentaires, bonnes parties Ă  vous 😊


r/DnDHomebrew • • 8h ago

5e Ruinscribing - Infernal Runes - Starters of a Subsystem for Hellish Magic and 2 Magic Items by LeioCreations - 5e & 5.5 Compatible

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2 Upvotes

r/DnDHomebrew • • 7h ago

5.5e Criticism & Feedback Requested heretic Cleric.

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2 Upvotes

I've had a player who narratively did lose their faith. It was literally cut in a duel that is not relevant to this, and seems that the player is not choosing to pursue a reclass or reclaiming their lost faith, however they wish to stay a cleric. Though they do not feel comfortable using some of their class features, such as divine intervention since they feel they have no right to call on the gods.

They have asked for some small adjustments to make their character generally weaker, however as they are iat level 14 at the moment I do not want to leave them too far behind the rest of the group. That brings me to what I posted... a faithless cleric who draws leftover divine essence from the cosmos and tries to manipulate it towards their ends. I know that some features are arguably just too much, but would really love people's feedback or ideas for how to handle this situation.


r/DnDHomebrew • • 6h ago

5.5e Caster and Martial Feats!

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1 Upvotes

Hiya again! Here’s some new feats that I have been tinkering around with and two that I’ve revised a bit. I’d love any feedback you might have!!!

I have been trying to make them decent compared to origin feats from the more recent books, but I’d love to know what you think!

I always enjoy more at-will design usually and try to avoid uses per rest limits or once per long rest limits, but I'm not sure how well I've done here.

Quick: This was revised to specify that you can only really use Moments Work for casual light activity.

Athletic: I removed the speed bonus since it stepped on the benefits of Quick and I replaced it with doubled carrying capacity.

If you want to talk and discuss any ideas with me, you can find me on here Spaghetti0's server lol.
https://discord.gg/VeN3ZYewM


r/DnDHomebrew • • 1d ago

5e Half-Oni Race, Subraces, and FeatsㅣExplore a race torn between humanity and the demonic, inspired by Japan's most iconic yokai

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148 Upvotes

r/DnDHomebrew • • 14h ago

5e DnD Kulo the Wild Fire

3 Upvotes

Here idea for fey firefox

Kulo the Wild Fire

Medium Fey (monstrosity), Unaligned

Armor Class 15 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 40 ft.

STR 12(+1) DEX 16(+3) CON 14(+2) INT 10(+0)

WIS 14(+2) CHA 12(+1)

Saving Throws Dex +5, Wis +4

Skills: Perception +4, Stealth +5 (+7 amid embers or sooty terrain)

Damage Immunities Fire

Condition Immunities Charmed, Frightened (except against the Summer Queen)

Senses Darkvision 60 ft., Passive Perception 14

Languages: Understands Common, Ignan, and Sylvan but cannot speak

Challenge 3 (700 XP) Proficiency Bonus +2

Aura of the Summer Queen. Kulo recognizes the Summer Queen (or her direct royal heralds) as its absolute master. The Summer Queen has advantage on all Charisma (Persuasion) and Wisdom (Animal Handling) checks made against Kulo. Additionally, if the Summer Queen commands Kulo directly, it must succeed on a DC 20 Wisdom saving throw or be forced to obey the command as if under the effects of a Dominate Monster spell.

Ember Fur. A creature that touches Kulo or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Kulo's charcoal-black fur and glowing red embers shed bright light in a 15-foot radius and dim light for an additional 15 feet.

Actions

Multiattack. Kulo makes two attacks: one with its Bite and one with its Claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7(1d8 + 3) piercing damage plus 4(1d8) fire damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Wildfire Breath (Recharge 5–6). Kulo exhales a gout of embers and superheated ash in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw.

On a failed save, a creature takes 18 (4d8) fire damage and catches fire. A creature that is on fire takes 3 (1d6) fire damage at the start of each of its turns until someone uses an action to extinguish the flames.

On a successful save, a creature takes half as much damage and does not catch fire.

Lore & World Integration

Summer & Volcanic Dweller

Kulo instinctively senses the hottest and driest locations within a several-mile radius. While traveling through dry wilderness, scorched earth, or volcanic environments, Kulo's walking speed increases to 50 feet, and it ignores any difficult terrain caused by heat, ash, lava flows, or volcanic debris. Kulo communicates entirely through expressive facial movements and the crackling, popping sounds of an active campfire.

Magic Item: Hide of the Wild Fire

Wondrous Item (cloak), rare (requires attunement)

This charcoal-black cloak is crafted from the pelt of a mythical fey firefox. In darkness, the fabric pulses with a faint, warm orange glow reminiscent of dying embers. The cloak keeps its wearer comfortably warm even in the bitterest cold.

Fiery Resistance: You have resistance to fire damage.

Ashen Escape: Once per long rest, when you take fire damage from an enemy attack or spell, the cloak releases a sudden burst of superheated ash. Each creature within 5 feet of you takes 3 (1d6) fire damage. Simultaneously, you can use your reaction to move up to 10 feet without provoking opportunity attacks.


r/DnDHomebrew • • 22h ago

Other Edition Creepypasta Compendium: Toys and Treeline

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11 Upvotes

I bring you another Creepypasta x D&D! with a Creepy pasta Compendium. I hope you guys enjoy this little compendium

The Subclasses is for Rogue, Artificer, and Bard 2014.
Background is for 2024.

But they should work in either editions. Homebrewery


r/DnDHomebrew • • 1d ago

5e 959P - Tinkmaster by ForesterDesigns

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13 Upvotes

My Pokémon-inspired Weapons and Items of the Day, with a Tinkmaster hammer to get crafty!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

959P - Tinkmaritas

Weapon (Light Hammer) – Rare (5990 gp, requires attunement)

This +1 light hammer is made from multiple pieces of metal that seem to have been hammered together. A pink cloth is wrapped around the top of the handle.

While attuned to this hammer: as an action, you can have the hammer’s head reconfigure into any tool that would be found in Carpenter’s, Mason’s, Smith’s, Tinker’s, or Woodcarver’s tools, which also allows you to change it’s bludgeoning damage to piercing or slashing; and whenever you spend time crafting something using these tools, you’re able to complete the crafting in half the usual time.


r/DnDHomebrew • • 1d ago

5.5e Heavensfall, the Bane of Evil - A divine warhammer forged to bring judgment upon the forces of darkness!

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34 Upvotes

Heavensfall is a sacred warhammer designed to grow in power alongside its wielder, evolving into a relic capable of unleashing devastating radiant magic.

Forged to hunt fiends and undead, its divine power can prevent slain enemies from returning to life, while its most powerful form grants access to an arsenal of holy spells.

I wanted to create something that could accompany a paladin or cleric throughout an entire campaign, gradually becoming a true instrument of divine judgment.

This entry comes from my compendium for D&D5E and 5.5E: The Vault of Ascending Items! This manual features:

  • 50 Ascending Items, including a series of rules, guidelines, and balance considerations are included within the compendium to scale these items depending on the intended power level of your campaign;
  • 12 Premade Ascension Quests, each meant to be used to ascend the items within the compendium or to be employed as additional quests and short adventures to include within your games;
  • 30 New Creatures and Monsters, all used within the quests included in the manual or summoned by certain Ascending Items. All these creatures are multi-tiered, offering varied levels of challenge and complexity to shape your quests and encounters;
  • A Table with 100 Additional Ascending Items Concepts, providing the name and a brief overview for each without providing mechanical rules. This is designed to provide GMs with ideas to create their own scaling items without having to come up with new concepts on their own.

The compendium just received a v2.0 update, featuring brand-new artwork and illustrations, expanded compatibility with both 5E and 5.5E, balance adjustments, several new spells, general layout improvements, and more! or the occasion, you can find it discounted either on DriveThruRPG or my Patreon, alongside a vast collection of previews for this and all my other titles! I'm currently working on updated version of all my older manuals, so there's a lot to uncover.

You can also find this manual (and many more) discounted on my 300+ Mythological Items for 5E and 5.5E Kickstarter! This project brings weapons, treasures, and relics from Greek, Norse, Egyptian, Asian, Mesoamerican, and many other mythologies to 5E and 5.5E, including scaling items that grow alongside your characters. If you’d like to bring a piece of these legends to your table, check out the campaign!


r/DnDHomebrew • • 1d ago

5.5e Kengir Magic Items Sampler

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20 Upvotes

I'm sharing a free magic item supplement for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.

Magic items in Kengir aren't just enchanted weapons and armor. They're clay seals, lapis lazuli jewelry, sacred amulets, ritual objects, and relics tied to the gods.

A farmer might bury Beads of Fertility to bless the soil for a season. A merchant might use a clay cylinder seal to keep provisions from spoiling. A silver mirror sacred to SĂźn (Nanna) reveals shapeshifters beneath the moonlight. Anzu's Feather can lift allies safely into the air or hurl enemies skyward. At the other end of the scale, the legendary Tablet of Destinies grants power over time, but permanently drains its bearer's vitality with every use.

The goal is to make magic items feel like they belong to the world. Some serve practical needs of daily life. Others offer supernatural protection, dangerous bargains, or powers that might attract the attention of kings and gods.

This sampler includes 20 magic items, four each from Common, Uncommon, Rare, Very Rare, and Legendary. The full Kengir Game Master's Guide includes 100.

Do you prefer magic items with practical uses and a place in everyday life, or powerful artifacts that can change the course of a campaign?


r/DnDHomebrew • • 6h ago

Request/Discussion Opinion on this homebrew character? Pls

0 Upvotes

Juego a D&D relajado y un poco casero con mi grupo de amigos, Âżvale? Ahora estoy ayudando a mi amigo (primer DM) haciendo todas las hojas de personaje con los miembros del grupo. MI AMIGO NO LLORARÍA POR QUERER SER SANS, asĂ­ que lo hice. Clase: hechicero. Subclase: esqueleto. Le hice un cañón de cristal. Hechizos fuertes (caseros) que requieren "sp". 1 hp y 12 sp (su salud). 1 CA. La Ășnica forma de recuperar sp es un descanso largo. Hechizos: huesos: tiene 20 proyectiles gratis 2b = 1d4. Puede hacer mĂĄs 1b = 1 sp. Gaster Blaster 1d12 + 1d8/nivel. + 50% GB/2 niveles. Coste de sp a la mitad. Mini GB = 50%. 6 sp. Alma azul: la mitad de todo lo que hace el enemigo debilitado. 8 sp. Telequinesis: 5 sp. 1d8. Ataque final: con 1 HP hace 5d8. Huesos azules: 3 cargas. 1 = 1d8 por cada movimiento que haga el enemigo. 4sp. 3 turnos. 2 cargas: nada. 3 cargas: un aturdimiento de 1 turno. Cada ataque que recibe lo reduce en daño. Por ejemplo, 10 HP = 10-1d4. 20 = 20-1d8. Solo puede alcanzar hechizos de nivel 5. ÂżQuĂ© opinas? ÂżHay algo que deba cambiar?


r/DnDHomebrew • • 1d ago

5e Hello everyone! I was hoping to get some helpful feedback on this homebrew side-progression! More details below!

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7 Upvotes

So, as you've noticed, this is one of the "let's fix the martial/caster divide homebrew" type. Now, i do know that there would be countless ways and approaches to it.

Tecnically speaking, we feel this divide only because wotc intended fighting days to include 6 to 8 encounters, like a dungeon crowler. Something way too far from the average dnd table (mine for sure). Therefore spell slots hardly become resources to manage properly, creating this divide.

My idea, then became this, to reward those who do not decide to (or cannot, lore wise) learn magic. The changes arent too crazy at the earliest levels, but they are there (i chose lv5 since it is the one where casters unlock powerful one ofs like fireball). On the highest level they do become clearly stronger, to be comparable to level 6+ spell slots.

The idea is to keep fighter relevant in... well, fights. Especially at higher levels. Now, ofc not everyone reaches lv 17+, it is quite complicate to run and to play. BUT, i wished to try and fullfill the powerfantasy for many fighter. (The chance to reach a 26 in str is quite tempting, reasonably so)

To be honest, to fix it in both ways I even considered to lower the tiers a bit, about level 5, 9, 13 and 17 for the last one. Or, i also considered to consume the advantage on ts with either a success or fail, since it is indeed powerful (but I wished for it to help fighters not to instalose to hold person).

Please, feel free to leave your opinion below. Any respectful critic is accepted 🙏


r/DnDHomebrew • • 21h ago

5.5e Looking for Marital Feat Feedback

1 Upvotes

Hey guys, with the recent Arcana Unleashed book its gotten clear to me that WotC isnt too keen an narrowing the martial-caster divide so i thought I'd try my hand at HBing some stuff to try and give Martials some boosts. At the moment I'm thinking of some base class feature changes (like giving monks access to weapon masteries since they dont get them for some reason) as well as a few feat options. I'm pretty torn about one of those feats and my friends took quite different stances on it so I thought why not widen the pool of input a bot.

Anyway this is the feat

Custom- Aspect of an Empty Vessel:

Inspiration: JJK’s Heavenly Pact, Pathfinder
Prerequisite: Level 8+, No Spellcasting or Pact Magic Feature
Ability Score Increase.  Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. 
Improved Attunement. When you use a weapon that you are attuned to that has a +1, +2, or +3 property, then instead of adding +1, +2, +3 to the weapons damage rolls you instead add 1d6, 2d6, 3d6 force damage respectively.

Extra Attunement. You gain an additional attunement slot.

Looking forward to hearing thoughts and suggestions, thanks!


r/DnDHomebrew • • 1d ago

5.5e Poison Ivy vine - Bladesinger/Valorbard for Druids

1 Upvotes

Since there are no classes or subclasses that do what I want to build, I sorta come up with my own. Since this is such a like minded community IÂŽm interested in your opinion or any tips on this.

Poison Ivy vine (2024 DnD 5.5)

Features the Druid should have:

mandatory
- at least 2 weapons with shillelagh
- lvl 6 extra attack with cantrip

optional
- Features to augment attacks with control options
- disengage Options
- Poison theme
- Poison, potion, Weaponaugmentation spells, Strike/smite spells, Tier 1 Control spells and trapspells

Lvl 3 spell list (pls make suggestions what could fit the theme of poisonous vines)

3 shillelagh, true strike, web, entangle, Shield, ensnaring strike, wrathful smite, Barkskin, Mirror Image, Sleep, booming blade, gf Blade, Shield of faith, spikegrowth, Thornwip

5 Haste (shadowblade?) Plantgrowth,

7 (somehing with shields or Poison or Traps) conjure Woodland beings (for disengage redundant?), Fireshield, freedom of movement

9 Flamestrike, Steel Wind Strike, Tashas bubbeling couldron, hold Monster, Tree Stride

Synergies/Thematic spells
-Font of moonlight
-conjure minor elementals
-(Is it allowed to give Druids Spirit Shroud, conjure Barrage or Divine favor?)

lvl 3 Shillelagh expert
Even the humblest of your Weapons becomes a Vessel for you poisonous Vines.

-When you cast Shillelagh it lasts until you take a longrest
-You can cast it Simultaneously on multiple Weapons equal to you wisdom modifier
-You can cast Shillelagh on all wooden Weapons: light club, Quaterstaff, Maul, shortbow, longbow, handcrossbow, light crossbow, heavy crossbow
-You cant be forced to drop the affected Weapon unless you have the incapacitated condition.
-Additionally, for the duration of the spell, you ignore Somatic components of you druid spells, and the weapon enhanced by the spell becomes a Druidic Focus for you.

lvl 3 Wreathing of Vines (Wildshape Feature)
Gain restistance to Poison, gain Immunity to Poison if you already have resistance
As a Bonus action, or as casting Shillelagh, you can use your Wild Shape to suffuse yourself with the power of the Poison Ivy Vine gaining one the following benefits once per tun:

- once per turn let poisonous Thorns grow from your Weapon to add 1d4 Poison Damage to your attacks and the target must succeed on a constitution saving throw against your spellseve DC or have the poisoned condition
- Poison Ivy vines aid your movement --> climb Speed equals movespeed
- once per turn with an Attack you can attempt to restrain a creature in piosonous Vines forcing a STR saving throw giving it the restaint condition on a failed save.
- for th Duration of this turn hold your melee weapons with vines to gain additional 10ft melee reach
- elude yourself with vines so that for the rest of the turn you dont provoke opportunity attacks (redundant conjure Woodland beings or super cool that you can concentrate on something other)
- once per turn vines create half cover for you

lvl 6 War Druid
-Extra attack, one attack can be made with a cantrip

lvl 10 deeper Rooting
-Immunity to Poison
-vines aid your Movement. You gain an additional 10 ft of movement and you can forgo your Movement to make a swing (jump) with your Vines equal to your movespeed. You dont provoke Opportunity Attacks in doing so.
-Using your Action you could also grap/grapple something/someone up to 40 ft away from you.

lvl 14
Heailing/leaching from/with your vines
while using wildshape whenever you hit with an attack you can heal yourself for 1d4 + your WIS modifier

OR?

Whenever an allied creature within 40ft of you is hit by an melee attack, you can use your reaction to make an opportunity attack against the attacking creature. Your vines granting you the needed reach.


r/DnDHomebrew • • 1d ago

5.5e Spellblade, a three-quarters caster gish

2 Upvotes

Hello there, Made a slightly simplified and nerfed version of my recent brew. Curious what you think.

https://homebrewery.naturalcrit.com/share/lHSJDmzwgy_U


r/DnDHomebrew • • 2d ago

5.5e [OC] Cakewalk X DnD Fusion = CrĂšme Bulette - CR 7 Medium Monstrosity

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119 Upvotes

CrĂšme Bulette

“Don’t put all your sugar cubes in one pouch.”

—Popular Y’umm Proverb

The origins of this culinary terror can be traced back to the kitchens of the combination wizard tower-restaurant Haute Cuisine, where biomancer and chef extraordinaire Bonnie GoĂ»te spends most of her days blurring the lines between magic and gastronomy. In an attempt to create self-caramelising crĂšme brĂ»lĂ©e, Bonnie—ever the showwoman—intended to add a little flair to her creation by having a miniscule flambĂ©lemental burst from the custard, just as a bulette bursts from the ground. However, Bonnie made the perfectly reasonable mistake of inverting the proportions of dessert and elemental, inadvertently creating the first crĂšme bulettes.

Sugar Sharks. After causing quite the ruckus in Haute Cuisine, Bonnie’s gastronomic mishaps vanished from sight, burrowing deep into the rolling hills neighbouring the tower. The creatures managed to evade capture despite numerous monster hunters being dispatched to retrieve them, and before long, travellers began reporting attacks by caramel-coated monsters. Strangely, whenever a victim happened to carry sugary wares, the bulettes ignored everything but those sweet treats, allowing the traveller to distract the bulettes and continue their journey without so much as a snarl. It became obvious that the crùme bulettes had another trait in common with their inspiration: the overpowering predilection for a favourite food. Nowadays, every seasoned adventurer travelling through the isles of Y’ummm carries a pouch of sugar cubes, just in case a crùme bulette rears its caramelised head.

Caramel Coating. Should an adventurer find themselves without sugar at the ready to distract a hungry crùme bulette, they are left with no choice but combat, and would do well to consider their methods wisely. Though fire may harm an ordinary bulette, it’s considerably less effective against its confectionary counterpart, hardening its caramel armour without inflicting much damage. Instead, blunt weaponry and thunderous spells are recommended, shattering the bulette’s sugary shell and exposing its soft, pillowy inside. This inadvertently turns the hardened caramel into sharp shards, so it is best to keep one’s distance—no matter how delicious that custard core may seem.

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r/DnDHomebrew • • 1d ago

Request/Discussion Help with homebrewing a lesser version of a dragon? 5.5e

1 Upvotes

Hi there, my players are in the perfect place to fight a shadow dragon. They are four level 7s. The juvenile shadow dragon is way too easy, and the adult shadow dragon will surely TPK with his xp budget.

Any advice on how to slightly lower the shadow dragon’s CR from 13 to around 10-11? I’m struggling to find resources or maybe I am just not wording this right. Any help is appreciated. Thank you!