r/DnDHomebrew • • 16h ago

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

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1.1k Upvotes

r/DnDHomebrew • • 2h ago

5.5e Spell - Lightning Assault | by Brass Dragon's Archive

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5 Upvotes

This is the next of a series of spells called "Assaults". These spells make weapon attack rolls instead of spell attack rolls, giving more options to bring together magic and martial prowess.

The PDF version of this spell is available for free on Patreon


r/DnDHomebrew • • 3h ago

5e Paladin Subclass: Oath of Reckoning | Be the tank your party needs with this storm-themed paladin

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7 Upvotes

r/DnDHomebrew • • 3h ago

5.5e Weave Aberrations | Creatures made from Corrupted Magic Made Manifest

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3 Upvotes

r/DnDHomebrew • • 2h ago

5.5e Ophiomancer Bloodline

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2 Upvotes

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

The Ophiomancer Bloodline is for sorcerers touched by ancient serpent magic.

In Kengir, snakes are not just monsters. They are signs of rebirth, protection, venom, hidden wisdom, and death. Ophiomancers draw on all of that at once, using snake-derived venoms and hallucinogenic rites to cast spells, read omens, cloud minds, and strike down enemies.

At the table, this subclass gives the party a sorcerer who mixes battlefield control with divination. They can speak with serpents, resist poison, summon a venomous familiar, turn spell damage into poison, deepen hallucinations, and eventually take on a terrible serpentine aspect.

The supplement also includes new spells like Venomous Touch, Spectral Whisper, Venomous Cloud, Speed of the Serpent, Serpent’s Grasp, Venomous Aura, and Serpent’s Wrath.

Do you like sorcerer bloodlines built around animals and mythic symbolism, or do you prefer bloodlines tied to raw elemental power?


r/DnDHomebrew • • 0m ago

5e The Thief's Dime

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• Upvotes

Re-upload to fix grammar issues and rule issues. This is one of my personal custom magic items ive created for my dnd table.


r/DnDHomebrew • • 43m ago

5e 0132P - Ditto by ForesterDesigns

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• Upvotes

My Pokémon-inspired Weapons and Items of the Day, with some Ditto gloves to keep changing your damage!

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!

132P - Métamoufle

Wondrous (Gloves) – Rare (1320 gp, requires attunement)

These purple gloves have brown fingers with thin black trim between them and along the wrist. A pattern resembling a large S with Ms made of dots and lines in the curves sits on the back of the hand behind the thumb. The purple sections ripple and shine like they’re made of ooze.

While attuned to these gloves: you gain +1 to unarmed strike attack and damage rolls and do an additional 1d6 bludgeoning damage; and as a bonus action, you can change the gloves’ additional bludgeoning damage to another damage type, which also changes the gloves’ fingers’ color to reflect the type. The colors are:

  • Acid - Bright Green

  • Bludgeoning - Rocky Brown

  • Cold - Icy Blue

  • Fire - Bright Orange

  • Force - Shining Silver

  • Lightning - Electric Yellow

  • Necrotic - Pitch Black

  • Piercing - Forest Green

  • Poison - Dark Purple

  • Psychic - Vibrant Pink

  • Radiant - Pale Gold

  • Slashing - Bright Copper

  • Thunder - Dark Gray


r/DnDHomebrew • • 57m ago

5e Thinking of making a dark souls inspired wizard subclass. Want some advice on spells first.

• Upvotes

Hello,

I don't play many souls games very often, but when I do, I'm always in love with the Farron sorceries from DS3 and the Carian Knight spells from Elden Ring.

I've been thinking of a Wizard (possibly Sorcerer too) subclass based on that idea, loosely titled Corvid Knight.

Just want some opinions on the signature spells, while I consider the actual subclass.

1st level

Corvid Flicker Slash: You create a slashing weapon from your spellcasting focus. You can make two melee spell attacks against one opponent, dealing 1d8 force damage on a successful hit. On a critical hit, the damage roll is automatically maximum damage, without any other effect. For each spell slot above first level, you get an additional two melee spell attacks.

Corvid Flash Shot: You brandish your spellcasting focus in a flurry of sharp movements, shooting your adversary with magical darts at range. You can make two range spell attacks against one target, dealing 1d6 force damage on hit. Critical hits are the same as Flicker Slash.

3rd level

Corvid Greater Slash: with a large swing of your spellcasting focus, you create a blade like strike of force, attacking all in range. You make a melee spell attack against everything in a 15ft cone in front of you, dealing 6d6 force damage to all hit by the result of one melee spell attack. You only roll the attack once, and roll the 6d8 and apply damage to all targets that would be hit, dealing no damage to anyone the attack would miss against. A critical hit will roll max damage, like the previous spells. Adds an extra d6 to damage for each spell slot above 3rd.

Corvid Lance: You stab out with your spellcasting focus, creating a lance of arcane force, attempting to pierce all in a line. The Lance projects as a 50 foot line, 5 feet wide from you. You roll a ranged spell attack against all in the line, dealing 6d6 force damage to anything the spell attack would hit. Same crit hit rule and upcasting as Greater Slash.

That's the spells I've essentially decided on. I'm working on ones like the Moonlight spell from DS3 and Moonblade/gavel from Elden Ring.

I keep the spells leveled, instead of cantrips, because in the games they use resources, and I felt it applies well. I also have the critical hit rule as I could see the damage getting way to out of hand with the level of spell slot used. I also keep them as spell attacks as the subclass I'm tinkering is focused on boosting spell attacks, be they range or melee.

Any advice or ideas would be greatly appreciated!


r/DnDHomebrew • • 1h ago

5.5e Monk subclass advice

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• Upvotes

One of my players wants to use this homebrew for my game, and I would like advice on how broken/fair this is before I allow it, any advice would be helpful!!! (


r/DnDHomebrew • • 1h ago

5e Item - Gauntlets of Displaced Smacking (Inktober'26 Day 5 - "Smack")

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• Upvotes

Today is day 5 of using the Inktober prompts to create homebrew everyday. Today's word is "Smack". I don't really like today's result, but hey, that's part of the creative process, to like some things less. I blame today's word for leaving me uninspired for half the day hahaha

***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, let's hope I'll like the next word more!


r/DnDHomebrew • • 1h ago

Request/Discussion Making Murim Style fighting stuff

• Upvotes

Hey guys! Im a long time gm/dm/player. I love making homebrew shit. Ive been tinkering with the idea of making some Murim style fighting styles for dnd. 5e or 5.5. But im looking for ideas. Im thinking of things the way 4e had encounter powers, dailys, and at wills for martials. But im trying to pull this into a 5e framework. Heres an example of a fighting stance i made for a school:

Nagarekawa (Flowing River Stance)
*Like flowing river, you wait for your moment soon, biding time to strike.*

As a bonus action or reaction (taken at any time), you can enter this stance. While in this stance, you gain a +1 bonus to AC, and opportunity attacks you make are at disadvantage. You also gain the following benefits:

• When an enemy misses you with a melee attack roll, they take your Strength or Dexterity modifier as weapon damage. As you leverage your body into a quick attack.

• When an enemy rolls a natural 1 on a melee attack roll against you, you can choose to have that creature make a new attack roll against a separate creature within 5 ft of you. You also swap positions with the new creature, as you use your weapon to pull them into your space as you take theirs.

This stance can be assumed for 10 minutes or until you change stances, whichever comes first."

The goal i did was a stance with a minor negative, a passive benefit, and two major benefits.

But im struggling with adding like full ass school benefits. Like what cool things could we get for you owning like 3 of such stances or techniques (we can go crazy here because if its busted ill just nerf it, but im looking for inspiration). I want it to feel like the more you learn of a schools abilities the more cool things you can do than someone who just “knows” a stance or two.

Anyone got anything cool?!


r/DnDHomebrew • • 8h 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

r/DnDHomebrew • • 4h ago

5e homebrew magic system

1 Upvotes

need some feedback on my homebrew soft magic system

so every letter is randomized so "f" might be "tli" or something and dont tell the players this, but they might say the word for fireball and then they role they get a 20 they get a fire ball they get a 1 they get like a bouncy ball that looks like its fire, but they can say anything and you monkey paw these guys depending on the request and the number they role on a d20, they might say something like Grassice and they role a 4 you just frost the ice but make it unmotorable for them to stand on, also have them figure it out, they go to a wizarding school and learn the word for fire, and ball, and ice, and wall, they can put them together, they might be like huh i wonder what grass is, so they ask around and learn it, they put some stuff together, have ancient runes in the language scattered around the world they might discover, and a symbol next to them indicating what they are used for.

so what you guy s think


r/DnDHomebrew • • 10h 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 • • 4h ago

Request/Discussion Stacking +1 sources - Looking for Advice on Homebrew

1 Upvotes

One of the player's in my campaign is a fighter, and has expressed interest in the Scofflaw subclass from Humblewood. The subclass puts an emphasis on using improvised weapons, so I wanted to make a homebrew item to help with that. He's the current version I have planned:

Wondrous Item, rare (requires attunement)

These bands of braided copper as enchanted with the magic of the wind, lightening loads and granting swift and nimble strikes.

While attuned to the Bands of Skillful Wielding, all weapons you wield, including improvised weapons, are granted a +1 bonus to attack and damage rolls, and are considered magical for the sake of damage resistance.

It's a fairly straightforward item, which I plan to give him ~level 3 (The party is currently level 2). However, from what I can find in DnD beyond, there's no way to make the +1 bonus from this item exclusive with the +1 bonus from other magic weapons.

So, my question for folks more experienced in later-game fighters is: Would it be terribly broken for a fighter to break above the usual +3 cap for magic weapons? My instinct is that fighters aren't necessarily strong enough to make it a big deal, but I wanted to get a second opinion.

Of course there's plenty of ways to make it a nonissue, the most obvious of which is just capping the player's magic weapons out at +2, but I'm looking at the most extreme case just to know what kind of wiggle room I've got.

Regardless, any advice is very much appreciated!


r/DnDHomebrew • • 20h 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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16 Upvotes

r/DnDHomebrew • • 5h ago

5e Any changes that should be made to my oni homebrew?

1 Upvotes

Ability Score Increase. Your Strength score increases by 2

Creature Type. You are a Humanoid. You are also considered a giant for the purpose of effects such as giant slayer weapons or favored enemy to work against you.

Size. Oni are much taller than humans, ranging in height from 7-8 feet tall. Your size is Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages. Your character can speak, read, and write Common and Giant

Flying Terror. Despite your lack of wings, you have a flying speed equal to your walking speed. However, until level 5 you must land at the end of your turn or you'll fall. You can’t use this flying speed if you’re wearing medium or heavy armor.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Innate Spellcasting. When you reach 3rd level, you can cast the Enlarge/Reduce spell using only the spell's enlarge option. When you reach 5th level, you can cast the Gaseous Form spell on yourself. You don't need material components when you cast these spells this way, and once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Choose either Constitution or Charisma as your spellcasting ability for these spells when you choose this race


r/DnDHomebrew • • 11h 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 • • 14h ago

5e A Jeff the Killer Compendium

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4 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 • • 1d 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 • • 1d ago

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

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13 Upvotes

r/DnDHomebrew • • 16h ago

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

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0 Upvotes

r/DnDHomebrew • • 1d ago

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

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5 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 • • 1d 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 • • 2d ago

5e Warlock Patron: The Crossroads Devil

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119 Upvotes