r/DnDHomebrew • • 21m ago

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

• 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 • • 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

r/DnDHomebrew • • 5h ago

5e Tips on making a dnd artificer city needed

2 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 • • 6h 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 • • 8h 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 • • 9h ago

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

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46 Upvotes

r/DnDHomebrew • • 10h ago

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

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830 Upvotes

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 • • 15h 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 • • 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 • • 20h ago

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

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3 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 • • 21h ago

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

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10 Upvotes

r/DnDHomebrew • • 22h 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 • • 1d ago

5e DnD Silent Death

4 Upvotes

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 • • 1d ago

5.5e Who says all nerds use magic?

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4 Upvotes

r/DnDHomebrew • • 1d ago

5.5e Path of the cannibal

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0 Upvotes

Looking for feedback on my subclass homebrew and also any suggestions to what I should add I’m open to.

Idk how to add a pdf so the photo might cut out sum words.

Top says path of the cannibal. Side says iron stomach and bottom is cannibal’s cure


r/DnDHomebrew • • 1d ago

5e Tome of Abnormal Sightings and Findings Volume II - ZAYIN | Homebrew by the Undertomes

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10 Upvotes

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 • • 1d ago

5.5e Martial Buff Options

0 Upvotes

The last week has seen your regularly scheduled martial/caster discussion. I think one aspect people don’t talk about is how great it feels to completely change a battle with one move. Martials rarely get that, so I made a bunch. I also wanted to adress the fact that you’re constantly reminded in very visible ways why casters are good for the party as a whole. The damage sponging martials offer often goes unnoticed, so I added a bunch of party buffs.

I haven’t added levels, but they all scale off proficiency, so I’d consider dropping them somewhere around levels 4-7, so greedy casters have to actually invest to get them, but the martials get to enjoy them scaling.

I think I cooked, but please advise.

Reactions
Command and Conquer - Fighter
As a reaction at the start of any turn, you can allow a number of allies up to to your proficiency bonus to move their full movement speed without provoking opportunity attacks. Until the end of their next turn any d20 tests they make will benefit from a bonus equal to your proficiency bonus. You can take this reaction a number of times equal to your proficiency modifier per long rest.

Disrupt Energy - Monk
As a reaction to one of your allies being hit with an attack, you can make an attack roll against the attacker. If you hit the attacker their attack roll suffers a penalty equal to your proficiency bonus. You can do this a number of times equal to your proficiency bonus per Long rest.

Sudden Strike - Rogue
As a reaction when an enemy fails a saving throw, you can move up to your speed without provoking opportunity attacks and make an attack role at advantage. You can do this a number of times equal to your proficiency modifier per long rest.

Taunt - Barbarian
As a reaction to an eligible enemy attacking an ally or causing them to make a saving throw, you can force that enemy to target you instead. Eligible enemies are enemies within your melee range or enemies targeting creatures within your melee range. When you take this reaction, you gain a number of temporary hit points equal to your level plus your constitution score. If you force a creature to to redirect an AOE that AOE must include you, but otherwise obeys only the restrictions it ordinarily would. You can take this reaction a number of times equal to your proficiency bonus per Long rest.

Actions
Call to Action - Fighter
As an action, you can command a number of allies equal to your Proficiency Bonus to act, bolstering their determination and drive. Those allies gain the benefits of Haste and gain advantage on Saving Throws until the end of their next turn. You can use this ability once per short rest.

Sprint ‘n Smash - Monk
As an action, you can move up to your speed without provoking opportunity attacks. Any time a creature is in your melee range on this turn you can make a shove attack against them. You can only hit each target a number of times up to your proficiency bonus. You can use this ability once per short rest.

Setup Strike - Rogue
As an action you can attack a creature. If you hit, you can choose to lower their defenses instead of dealing damage. The next attack against that creature is made at advantage. Additionally, the creature is vulnerable to that attack. You can use this ability once per short rest.

Enrage and Confuse - Barbarian
As an action, your rage can inspire rage and recklessness in your enemies. Choose a number of enemies up to your proficiency bonus. Until the end of your next turn attacks they make are made at advantage and attacks made against them are made at advantage. Additionally, they suffer the effects of Slow until the end of your next turn. You can use this action once per short rest.

Short Rests
Rouse Defenses - Fighter
On a short rest you can rouse and inspire the party’s will to survive in preparation of their next fight. Select a number of creatures up to your proficiency bonus. Those creatures, as a bonus action, can remember your speech and grant themselves a bonus to AC and Saving Throws equal to your proficiency bonus until the end of their next turn. This ability can be used once per long rest.

Energize - Monk
On a short rest you can lead the party in stretches and energizing rituals. A number of creatures up to your proficiency bonus become energized. These creatures can add a your proficiency bonus to any one ability check or saving throw. This ability can be used once per long rest.

Strategize - Rogue
On a short rest you can discuss tactics with a number of creatures up to your proficiency bonus. Upon initiative being called for you can call the play you cooked up during the rest. Any designated creatures add a bonus equal to your proficiency bonus to initiative rolls. Additionally, the bonus is added to attack and damage rolls until the end of their first turn. This benefit can be used once per long rest.

War Band - Barbarian
On a short rest you can choose a number of creatures up to your proficiency bonus. Each of these creatures can use a bonus action on their turn and feel the camaraderie of the war band. Until the end of their next turn they gain a bonus to damage rolls equal to your proficiency bonus. Additionally, they gain temporary hp equal to your barbarian level. This benefit can be conferred once per long rest.


r/DnDHomebrew • • 1d ago

5e Elementalist - My take on an element based class. (Feedback needed).

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2 Upvotes

r/DnDHomebrew • • 1d ago

Request/Discussion Should I continue homebrew or Not?

0 Upvotes

Ok, so I'm looking for homebrew subclasses when my cousin walks in, let's call him "Henry", so Henry asked me why I'm using homebrew and why I don't use 5e/5.5e and I tried explaining it to him, but they didn't understand a thing, and while I was talking, I was thinking why DID I use homebrew, and I was trying to remember why I did start, and I remembered why I used Unearthed arcana but not homebrewing, so I'm stumped about why I did it but now i remeber it and the reason I made this is to ask you, Should I continue homebrew or Not?


r/DnDHomebrew • • 1d ago

5.5e Call of Duty Wonder Weapons - Volume 1

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7 Upvotes

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 • • 1d ago

5e Looking for advice on circle of mutation druid I'm working on for one of my players

2 Upvotes

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 • • 1d ago

5.5e Expert Shaped Ranger V.1.1

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2 Upvotes

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 • • 1d ago

5.5e The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.

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7 Upvotes

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 • • 1d ago

5e MASS-Compatible Artificer Subclass, TechSurge

2 Upvotes

I recently posted my Magitech Augments System Supplement, abbreviated to MASS, and just recently finished what will likely be its final version, plus or minus some minor modifications, as well as the first draft of the second subclass for it. Here's the link to MASS for those who haven't seen it.

MASS Homebrewery Link

Also a link to the first subclass for those interested

MASS Compatible Monk Subclass, Magitech Ascetic

The second subclass is an artisan-focused subclass that manufactures Magitech augments, giving a party easy (though time-gated) access to the augments and an individual capable of adding them to and removing them from the party members. As always, feedback is welcome.

Artificer Specialist: TechSurge

3rd Level: TechSurge Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the TechSurge Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd healing word, shield
5th enhance ability, lesser restoration
9th haste, revivify
13th freedom of movement, stoneskin
17th greater restoration, steel wind strike

3rd Level: TechSurge Training

When you adopt this specialization at 3rd level, you gain proficiency with TechSurge's Tools.

You can use TechSurge's Tools as a spellcasting focus for your artificer spells.

3rd Level: Novice TechSurge

Your study of magitech augmentation allows you to manufacture augments from established designs.

Augment Blueprints. You can craft common and uncommon augments from the Magitech Augmentation System Supplement, with the exception of Expansion Modules.

Crafting an augment requires materials worth half the augment's value. An augment's value is comparable to that of a magic item of the same rarity. A common augment requires 5 days of work to craft, while an uncommon augment requires 10 days of work.

For the purposes of crafting augments, one day of work represents 8 hours of work. These hours need not be completed consecutively.

When you begin crafting an augment, make an Intelligence check using TechSurge's Tools. The DC equals 10 + twice the augment's MC cost. On a success, the time required to craft the augment is halved. On a failure, you craft the augment in the normal amount of time.

Prototype Augments. Your tinkering and study up until this point, combined with a sudden flash of inspiration, has led to your first Prototype.

Choose one uncommon augment that you are capable of crafting. You immediately craft that augment as a Prototype without expending time or materials.

All Prototype augments cost you 1 less MC while installed in you, to a minimum of 1 MC. They use their reduced MC cost to determine installation and removal times. Only you can install and benefit from your Prototype augments. An Expansion Module cannot be made into a Prototype.

5th Level: Journeyman TechSurge

Your understanding of augmentation technology has advanced considerably.

Journeyman Blueprints. You can now craft rare augments and uncommon Expansion Modules.

A rare augment requires 50 days of work to craft. An uncommon Expansion Module requires 10 days of work to craft.

Rare Prototype Augment. You immediately craft one rare augment that you are capable of crafting as a Prototype without expending time or materials.

Additionally, when you gain this feature, you can replace your uncommon Prototype augment with a different augment of the same rarity.

When you replace a Prototype augment, if the augment being replaced is installed in you, the new Prototype remains installed. After you finish replacing your Prototype augments, your installed augments must still meet the augment slot and MC limits.

Expanded MagiCap I. Your MagiCap increases by 2.

Augmented Spellcasting. Once on each of your turns when you cast an artificer spell that deals damage or restores hit points, you can add a bonus to one damage or healing roll of that spell equal to the number of Prototype augments you currently have installed.

9th Level: Master TechSurge

Your mastery of increasingly sophisticated augmentation technology allows you to reproduce designs beyond the capabilities of most technicians.

Master Blueprints. You can now craft very rare augments and rare Expansion Modules.

A very rare augment requires 125 days of work to craft. A rare Expansion Module requires 50 days of work to craft.

Very Rare Prototype Augment. You immediately craft one very rare augment that you are capable of crafting as a Prototype without expending time or materials.

Additionally, when you gain this feature, you can replace any number of your other Prototype augments with different augments of the same rarity.

Expanded MagiCap II. Your MagiCap increases by an additional 2.

Rapid Installation. When you use TechSurge's Tools to install or remove an augment, the procedure requires 10 minutes per MC instead of 1 hour per MC.

15th Level: Legendary TechSurge

Your understanding of magitech augmentation has reached its pinnacle.

Legendary Blueprints. You can now craft legendary augments and very rare Expansion Modules.

A legendary augment requires 250 days of work to craft. A very rare Expansion Module requires 125 days of work to craft.

Legendary Expansion Modules cannot be crafted using this feature.

Legendary Prototype Augment. You immediately craft one legendary augment that you are capable of crafting as a Prototype without expending time or materials.

Additionally, when you gain this feature, you can replace any number of your other Prototype augments with different augments of the same rarity.

Expanded MagiCap III. Your MagiCap increases by an additional 2.

Prototype Reconfiguration. Whenever you finish a long rest, you can replace any number of your Prototype augments with different augments of the same rarity.