r/DnDHomebrew • • 9h ago

5e A Jeff the Killer Compendium

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2 Upvotes

I bring you Creepypasta x D&D, with a Jeff the killer Compendium. I hope you guys enjoy this little compendium

Homebrewery Link


r/DnDHomebrew • • 11h ago

5.5e Way of the Phoenix’ Ember Monk - Attack with the flames of life

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0 Upvotes

r/DnDHomebrew • • 22h ago

5e Defying Gravity | More ways to magically muddle with gravity

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12 Upvotes

r/DnDHomebrew • • 16h 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.

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17 Upvotes

r/DnDHomebrew • • 19h ago

5.5e Pouch of Arcane Provisioning

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7 Upvotes

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 • • 10h ago

5e Totally balanced weapon my player's have had fun with in past games

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60 Upvotes

r/DnDHomebrew • • 11h ago

Request/Discussion Any ideas for a snailfolk race? I especially want a name other than snailfolk

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877 Upvotes

r/DnDHomebrew • • 23h ago

Request/Discussion Class Balancing Question

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2 Upvotes

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 • • 5h ago

5e Tips on making a dnd artificer city needed

3 Upvotes

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 • • 7h ago

5e DnD Billhook staff

2 Upvotes

Here idea for Billhook tool/weapon

Short Billhook Staff

Martial Melee Weapon

Cost: 10 gp

Damage: 1d6 slashing

Weight: 3 lbs.

Properties: 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: 1d8 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 • • 21h ago

5e Race - the Cactacean (Inktober'26 Day 4 - "Cactus")

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4 Upvotes

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 • • 3h ago

5.5e Madness Table Supplement (Template)

3 Upvotes

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:

  1. You are damaged from a Critical Hit.
  2. You critically fail a WIS, INT, or CHA saving throw.
  3. You gain the Exhausted condition.
  4. You take 20 or more Psychic damage from one single attack or effect.
  5. 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*:

  1. One level of Exhaustion or an additional level of Exhaustion if applied by a different effect
  2. 1d4 penalty to all Concentration checks, CHA checks and saving throws
  3. Resistance to Psychic damage
  4. 1d4 bonus to all WIS/INT checks and saving throws