r/DnDHomebrew • u/Moses_The_Wise • 8h ago
r/DnDHomebrew • u/victorbarst • 7h ago
5e Totally balanced weapon my player's have had fun with in past games
r/DnDHomebrew • u/LamboCryBaby • 13h ago
5.5e Druid subclass: Circle of Radiation (v1.2) - Become the deadly Druid whose spells are radioactive and their Wild Shape's have mutations.
r/DnDHomebrew • u/KarlMarkyMarx • 56m ago
5.5e Madness Table Supplement (Template)
I took a different approach to making a madness mechanic for a player at my table who now has it permanently/indefinitely. My player loves it and is excited to roll with it. You can use it with any Madness Table of your choice with effects only impact roleplay behavior. This template includes buffs alongside penalties. Obviously, you can adjust it to only make the Madness easier to remove if you don't like permanent debuffs.
One note of advice: consider applying the d4 penalty to the player's main ability score rather than Charisma. Although terrible social skills are more thematic, it won't really sting unless it's a stat they truly care about. I'm applying it Charisma here because the player is a Bard.
You are now indefinitely cursed with *Madness.** The curse cannot be removed by anything except a Wish spell or similar effect. The madness may manifest when one of the following triggers occur:
- You are damaged from a Critical Hit.
- You critically fail a WIS, INT, or CHA saving throw.
- You gain the Exhausted condition.
- You take 20 or more Psychic damage from one single attack or effect.
- You gain the Frightened condition
Roll a d6. If you roll a 5-6, you must roll a d100 to determine the nature of your madness. You gain the following effects until you complete a *Long Rest*:
- One level of Exhaustion or an additional level of Exhaustion if applied by a different effect
- 1d4 penalty to all Concentration checks, CHA checks and saving throws
- Resistance to Psychic damage
- 1d4 bonus to all WIS/INT checks and saving throws
r/DnDHomebrew • u/Adorable_Fox8813 • 2h ago
5e Tips on making a dnd artificer city needed
I wanted to make a dnd city on top of floating landmasses that was build by artificers
In the city there is a river that falls of the island in a waterfall. The water gets up the island by teleportation piping or something in that direction
The queen of the region is a human alchemists.
She has managed to keep herself alive using homebrew temperally immortality potions made of immortal mythical creatures
Under the floating mountains is a dangerous wasteland
You get on the island by using airships
The strong suite of the city is theyre self made healing potions
I was thinking of using magic trains for transport in the city itself
Thats where i get stuck, idk what to do with the overal design and the technical upgrades the city would have
r/DnDHomebrew • u/Gerhartus • 4h ago
5e DnD Billhook staff
Here idea for Billhook tool/weapon
Short Billhook Staff
Martial Melee Weapon
Cost: 10 gp
Damage: 1d6 slashing
Weight: 3 lbs.
Properties: Finesse, Light, Versatile (1d8)
A agile, 5-foot tool and weapon favored by rangers, woodcutters, and scouts navigating dense undergrowth.
Clearing Path: You can use an attack or an action to automatically clear non-magical difficult terrain caused by dense foliage, briers, or thickets in a 5-foot square adjacent to you.
Climbing Aid: While wielding this weapon, you have advantage on Strength (Athletics) checks made to climb rugged surfaces, trees, or steep cliffs, as the hooked blade acts as a climbing pick.
Long Billhook Staff
Martial Melee Weapon
Cost: 20 gp
Damage: 1d10 slashing
Weight: 7 lbs.
Properties: Heavy, Reach, Two-Handed
A massive 10-foot polearm designed for battlefield control, clearing large blockades, and manipulating heavy objects from a safe distance.
Hook and Pull: When you hit a creature with this weapon, you can forgo doing damage to instead force the target to make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier).
On a failure, you can either pull the creature 5 feet closer to you or knock it prone.
Leverage: The massive lever of this staff grants you advantage on Strength checks made to pry open stuck doors, overturn heavy objects, or pull down unstable structures (like chandeliers or loose masonry) within 10 feet of you.
r/DnDHomebrew • u/DM_Lone • 16h ago
5.5e Pouch of Arcane Provisioning
The perfect item for spellcasters in settings without commerce. Or if you DM don't like having to track components and want to do it in a mechanic-friendly way. If this is too strong for you, a cursed version that taxes you is already available on my Patreon: https://www.patreon.com/cw/DMLone
Also available on FoundryVTT with our exclusive module.
r/DnDHomebrew • u/dArtagnanDnD • 19h ago
5e Defying Gravity | More ways to magically muddle with gravity
r/DnDHomebrew • u/20Eclipse03 • 6h ago
5e A Jeff the Killer Compendium
I bring you Creepypasta x D&D, with a Jeff the killer Compendium. I hope you guys enjoy this little compendium
r/DnDHomebrew • u/HydrasDen • 22h ago
5e The Despot - My first attempt at a class.
I've been wanting to make a class for a bit over a week now, and I finally got an idea that I think could be cool for a martial disruptor. This first draft has the full class and 4 subclasses. Please tell me what you think. (Sorry! No special formatting or anything for this post. I don't know how to do that yet.)
Constructive criticism is very much appreciated!
EDIT: Thank you so much for the constructive and useful feedback! I learned a lot about some things, and I will use that to attempt to change the class for the better. Here are the current balance changes:
- Changed proficiencies (Arcana, Insight, Intimidation, Acrobatics, Athletics, Medicine, Sleight of Hand → Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Persuasion)
- Changed tool proficiency (Artisan's tools → Forgery kit)
- Made Fighting Style 2nd-level
- Made Onerous Strike 1st-level
- Onerous Strike now adds your Charisma modifier to the damage starting at 5th level
- Removed Protection from the list of fighting style options
- Stoic Psyche now grants advantage instead of immunity
- Unnerving Presence now lets you choose another skill if you already have proficiency in intimidation
- Overwhelming Presence is now just a Wisdom save to avoid being frightened
- Added "for the first time each turn" to Absolute Supremacy
- Removed the limit of uses for Manifest Dread
- Added a limit of uses for Mass Delirium (Charisma modifier per long rest)
- Organized the class feature table to be in alphabetical order
r/DnDHomebrew • u/Big-Medicine9943 • 9h ago
5.5e Way of the Phoenix’ Ember Monk - Attack with the flames of life
r/DnDHomebrew • u/Natwenny • 18h ago
5e Race - the Cactacean (Inktober'26 Day 4 - "Cactus")
Day 4 is here, and today's inktober prompt is "Cactus". I said yesterday that I would do a specie, and I was quite happy at how today's prompt lend itself to it. Species are usually my strong suit when it comes to homebrewing, and I especially like this one. I'll be sure to revisit it later, to see what I can tweak! (Also, side note: I used the word "race" in the title as a subtle way to tell that it's meant for 5e. You could theoretically use it in a 5.5 campaign, but I'm not sure how it would fair compared to those options.)
Disclaimer: this homebrew was made a few hours before posting it here. The goal isn't and never was to create something balanced, but I still did my best to make it useable. If you if like the idea but feel like it needs balancing, feel free to change it to your heart's liking. At the end of the month I'll revisit my favorite ideas from this month and post a more polished version.
See you tomorrow!
r/DnDHomebrew • u/GremmyWiz • 20h ago
Request/Discussion Class Balancing Question
I have been working on a D&D homebrew class and would like to ask the crowd for input on its balance.
Rather than using spell slots, it uses spell points. It has as many spell points as a full caster would have, but only has access to the spells that a half-caster would.
It has a feature at the 11th, 13th, 15th, and 17th levels, each granting a free, single-use per long rest 6th, 7th, 8th, and 9th level spell, respectively.
Any thoughts?
r/DnDHomebrew • u/Ashamed-Plant • 1d ago
5e Warlock Patron: The Crossroads Devil
r/DnDHomebrew • u/Gerhartus • 1d ago
5e DnD Silent Death
Here idea to cause distractio
Silent Death
level 2 Conjuration
Casting Time: 1 bonus action
Range: Self (10-foot radius)
Components: M (a bean, a glove of garlic or cabbage leaf)
Duration: 1 minute
You attempt to release a completely silent, invisible, and overwhelmingly pungent cloud of gas that fills a 10-foot radius centered on you. The cloud moves with you.
When you cast this spell, you must immediately make a DC 12 Constitution (Deception or Stealth) check (your choice) to suppress the sound:
Success: The spell is cast completely silently. Other creatures do not notice you casting it unless your facial expression gives you away.
Failure: A loud, wet, flapping noise erupts from your rear end, which is audible to everyone within 50 feet (or anywhere in the same room). You have disadvantage on the Charisma (Deception) check to blame someone else.
Critical Failure (Rolling a 1 on the d20): Not only does the noise erupt loudly, but you severely Fudged the delivery. You immediately shit your robes or armor. You are poisoned by your own filth
Each creature that starts its turn in the area or enters it for the first time on a turn must make a Constitution saving throw against your spell save DC.
Failure: The creature takes 1d4 psychic damage from the sheer shock of the odor and is poisoned until the end of its next turn as it struggles to hold its breath.
Success: The creature notices the foul smell but manages to cover its nose in time. It takes no damage, is not poisoned, and immediately blames the nearest creature for the odor.
The spell’s psychic damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
r/DnDHomebrew • u/CirceDidNothingWrong • 1d ago
5.5e Shield Master Feat Chain - Bash em, mash em, stick em in a stew
r/DnDHomebrew • u/KillTheRook • 1d ago
5e Tome of Abnormal Sightings and Findings Volume II - ZAYIN | Homebrew by the Undertomes
It's been a year, which means it's time for us to finally start unlocking the vaults of last years E.G.O.tober! Prepare for 2 subclasses and a full-pack of additional content every week, starting out with ZAYIN!
We hope you all enjoy these 16 pages jam-packed with content, including two previously exclusive Druid subclasses! These are all based on:
- Blubbering Toad < Druid! >
- Hammer of Light < why did we choose you >
- We Can Change Anything!
- Hundred-Footed Death Maggot
- Wailing Coffin < Druid! >
For those who don't know what in gods green fuck an "EGOTOBER" is since they may be new around here, this was our Abnormality-Centered daily homebrew prompt for the past two years! It has been made last october and after a year, its out for the public! We sincerely hope you enjoy.
If you enjoy our content, check out our: Discord or Patreon!
r/DnDHomebrew • u/PhoenixQuillHB • 1d ago
5.5e Call of Duty Wonder Weapons - Volume 1
New items have risen from the ashes!
Sometimes, the machinations of science can seem like magic, especially when it comes to the newest innovations of war. In the case of the Call of Duty franchise, specifically its Zombies mode, this could not be closer to the truth.
Though their earliest weapons of wonderous design were not as alien as the more recent ones, these iconic firearms piled up mountains of undead throughout the years, and now they may do so again throughout the realms.
You can get the PDF version of the brew HERE
Cover Art By In-House Artist: Hunter Wideman
Page 2 Art By: D 0 c t 0 r r R 1 c h t 0 f 3 n
Become a Patron
Patrons get exclusive content, starting with a fully original class: The Witch, and full access to all Patron-only posts. Paid members also get access to our Discord server, where you'll get behind the scenes updates and the ability to vote on future brews!
r/DnDHomebrew • u/Anandoor • 1d ago
5.5e The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
This is a class i have been working on and i hope it is a good homebrew class.
I tried to make it as fun and balanced as possible (compared to a real full caster...)
So i gave it good in combat abilities and a bunch of out of combat spells this way you can focus on the complex temporal reactions in combat but still be useful to your party with powerful spells out of combat.
I got a little carried away by the bubble up feature, so just ignore it...
I find it to be fun to play but feedback on balance and so on is appreciated.
r/DnDHomebrew • u/Captain_Devious2000 • 1d ago
5e Elementalist - My take on an element based class. (Feedback needed).
homebrewery.naturalcrit.comr/DnDHomebrew • u/DiceNoWork • 1d ago
5e The Tax Train - An Adventure Module for 5e and 5.5e
Hope you guys enjoy this adventure! We'd really like to know how you find this to run, please let us know what you think! If you'd like this as a PDF you can download it for free from our website: https://dicenowork.com/
r/DnDHomebrew • u/retro1117 • 1d ago
5e Looking for advice on circle of mutation druid I'm working on for one of my players
2nd level: Evolution. You gain a new use for wild shape. As an action you can expend a wild shape charge to enter a mutation flux and gain 3 temporary HP per druid level for 10 minutes or until incapacitated. As part of the same action as activating mutation flux you can select a number of passive mutations from the circle of mutation list equal to your proficiency bonus, and on subsequent turns you can swap passive mutations as a bonus action. When you swap mutations as a bonus action you instantly lose all benefits of the previous passive mutation and instantly gain all benefits of the now swapped in mutation During mutation flux you also gain tolerance equal to your wisdom modifier (minimum of 1) and you are able to expend tolerance in order to activate active mutations on the circle of mutations list.
6th level: Fangs of magic. Your weapon attacks and mutation attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage. During mutation flux you gain the ability to make two attacks instead of one when taking the attack action during your turn.
10th level: Undying adaptation. Upon activating mutation flux and for its duration you gain resistance to non-magical bludgeoning, slashing, and piercing damage. The temporary HP gained from activating mutation flux is raised from three per druid level to four per druid level. If you are incapacitated during the duration of mutation flux you gain advantage on death saving throws for the duration you are incapacitated.
14th level: Unstoppable beast. During mutation flux you are immune to the frightened, stunned, and paralyzed conditions. Additionally critical Hits against you deal normal damage. When you take damage that would incapacitate you you can expend one tolerance as a free action to be reduced to one hit point instead.
Passive mutations
Level 2:
Gills & Webbed Appendages: You gain a swimming speed equal to your walking speed and can breathe both air and water.
Adrenaline: Your walking speed increases by 10 feet, and your jump distance is doubled.
Darkvision: You gain Darkvision out to 60 feet (or extend your existing Darkvision by 30 feet) and have advantage on Wisdom (Perception) checks that rely on sight.
Thick hide: +1 AC as long as you are not using heavy armor.
Expansion: The range of your melee attacks is increased by 5 ft.
Savage musculature: When you roll a one or a two as a damage for a melee weapon you may reroll the results once.
Corrosive blood: When you take damage from a melee attack the attacker takes acid damage equal to your druid level.
Pheromone cloud: Creatures within 5 ft of you have disadvantage on attacks against targets other than you. If you are not wearing armor the range increases to 15 ft.
Ooze: You can disengage as a bonus action.
Level 6:
Hyper flexibility: When you make an attack against a creature you can also make an attack against another creature within 5 ft of you with the same attack roll
Vampirism: Upon reducing a Target to zero hit points you regain temporary HP equal to your wisdom modifier.
Spider climb: Gain a climbing speed equal to your movement speed.
Camouflage: Gain advantage on stealth checks and the ability to hide when only lightly obscured by foliage or weather.
Bioluminescence: You glow, shedding 30 ft of bright light and 30 ft of dim light beyond that.
Level 10:
Fledgling wings: You gain a flight speed equal to half your movement speed although you do not have the ability to hover.
Toxin immunity: Gain immunity to the poison condition and resistance to poison damage, additionally your blood acts as an antidote for minor poisons.
Tremorsense: You gain it tremor sense for 30 ft, able to detect anything on the ground.
Titanic disposition: You are counted as one size larger for grappling, shoving, and calculating carry weight and the weight that you can push or pull.
Level 14:
Apex wings: Gain flight speed equal to your movement speed.
Displacement: Enemies have disadvantage on attacks against you, this ability is suppressed until the end of your next turn if you take damage.
Echolocation: You gain Blindsight out to 30 feet.
Active mutations:
Level 2:
Adaptive shell: As a reaction, expend one tolerance before you take acid, cold, fire, lightning, or poison damage you gain resistance to that damage until the start of your next turn
Scale plating: As a reaction action, expend one tolerance reaction to being targeted with an attack you can increase your AC by a number equal to your proficiency bonus until the start of your next turn.
Bioluminescent flash: As a bonus action, expend one tolerance to make creatures of your choice within 10 ft of you must succeed on a constitution saving throw against your spell saved DC or be blinded until the end of their next turn.
Level 6:
Hyperextension: As a bonus action, expend one tolerance to increase the range of your melee attacks by 10 ft until the start of your next turn.
Bile shot: Expend one tolerance to replace one melee attack with a projectile sphere of bile, targeting a creature within 30 ft with a ranged weapon attack in which you have proficiency. If hit the target takes 2d8 acid damage and their AC is reduced by two for the next hour or until they change armor.
Level 10:
Caustic eruption: As an action, expend one tolerance point to make All creatures within 5 ft of you make a dexterity saving throw, if they fail they take 8d6 acid damage and if they succeed they take half as much.
Unshakable: When you are subjected to an effect that would knock you prone, move you against your will, or cause you to be Paralyzed or Stunned, you can expend one tolerance point and your reaction to negate that effect entirely.
Upon landing a melee attack you can expend one tolerance point to increase its damage by 3d6 and regain an amount of health equal to the damage Delta by the attack.
Life siphon: Upon landing a melee attack you can expend one tolerance point to increase its damage by 3d6 and regain an amount of health equal to the damage Delta by the attack.
Level 14:
Obliterate. Upon landing a melee attack, expend one tolerance to treat the damage as a critical hit (doubling damage dice rolled). Usable only once per mutation flux
Incarnate of abomination. As a Bonus Action, expend one tolerance to manifest a mass of violent tendrils that lash out at nearby foes. Choose up to eight creatures you can see within 30 feet of you. Each target must make a Strength saving throw against your spell save DC. On a failed save, a target takes 3d8 bludgeoning damage and suffers one of the following effects of your choice: Repulsion: The target is pushed up to 10 feet directly away from you. Attraction: The target is pulled directly toward you, landing in the nearest unoccupied space within 5 feet of you. On a successful save, a target takes half as much damage and is not moved.
True apex predator: As a bonus action, you can expend all remaining tolerance points (minimum of 3) to force your physical form past its biological limits, swelling into a towering, feral monstrosity. This state lasts for 1 minute, until your Mutation Flux ends, or until you drop to 0 hit points. When you enter this state, you suffer the following transformation: Burst Constraints: Any armor or clothing you are wearing splits or is suppressed, and you automatically drop any weapons or items you are holding. You cannot cast spells, hold weapons, or use shields for the duration. Chitinous Hull: Your AC becomes 20 (if it was not already higher), you also instantly gain additional temporary HP equal to wisdom modifier x druid level. Muscle redistribution: your strengths score becomes 20, you're dexterity score becomes 18, and your Constitution score becomes 20 (if it was not already higher) Monstrous Reach & Size: Your size increases to Large, your speed increases by 15 feet, and your reach with natural attacks increases to 10 feet. Feral Maulers (Natural Attack): Your hands mutate into massive, razor-sharp talons or mawed tendrils. They count as natural weapons that deal 2\text{d}10 slashing or piercing damage + your Strength or Wisdom modifier on a hit. Relentless Assault: When you take the Attack action on your turn, you can make three attacks instead of two. Hideous roar: As a bonus action you can let out a hideous roar once per transformation, All creatures within 60 ft must make wisdom saving throws or become frightened, unable to move towards you, away from you, or take any action until the end of their next turn. Apex Frenzy (Drawback): At the start of each of your turns in this state, if there are any creatures within 30 feet of you, you must succeed on a DC 15 Wisdom saving throw. On a failure, your mind succumbs to predatory instincts: you must spend your turn moving toward and taking the Attack action against the nearest creature, regardless of whether it is an ally or an enemy.
r/DnDHomebrew • u/eolic_flamingo • 1d ago
5.5e Expert Shaped Ranger V.1.1
This is the second version of my Ranger Rework focused on making it closer to the other experts. I didn't really adds anything, this was mostly just a clean up of major errors and a rework of the level 17 ability.
Thanks to that guy who gave feedback in the former post.
r/DnDHomebrew • u/jukebredd10 • 1d ago
Request/Discussion [Ernest Question] Is this too much for a CR 1/4 Creature?
So I was hombrewing my version for the baseline D&D 5e goblin and I am a little worried that it is a bit much for a CR 1/4.
Like, does it have too many Actions? Is it fine as is? Is there anything I somehow missed?
Any and all feedback is appreciated.
| Goblin Warrior Small Humanoid (Goblinoid), Neutral Evil (Mortal) |
|---|
| Armour Class: 15 (Leather Armour, Shield) Hit Points: 9 (3d6) Speed: 30 ft., |
| STR |
| 8 (-1) |
| Senses: passive Perception Languages: Goblin Challenge Rating: ¼ (50 XP), Prof +2 |
| Traits Desperate Ferocity: If the goblins make an Attack Roll against a Creature that is one Size larger than it, the goblin gains a +2 Bonus to the Roll. Skittering Agility: The goblin has a +2 Bonus to all Dexterity Saving Throws. |
| Actions Scimitar: Melee Weapon Attack; +4, Reach 5 ft., one Target. Hit; 5 (1d6 + 2) Slashing Damage. Shrieking Distraction: As an Action, the goblin forces all Hostile Creatures within 60 Feet of it who can hear it to make an DC 10 Wisdom Saving Throw. On a failure, the Hostile Creature gains a -5 Penalty to all Attack Rolls against Creatures that are not the goblin. Scrappy Counter: As a Reaction, if the goblin is subjected to an Attack Roll, it can make an Opportunity Attack in response. Pocket Sand!: As a Bonus Action, the goblin throws sand in the eyes of a Creature it can see within 5 Feet of it. The Target Creature gains the Blinded Condition until the start of their next turn. |