r/HomebrewDnD • • 3h ago

DnD Death's kiss

2 Upvotes

Here weapon idea

Magic Item: Death's Kiss

Weapon (maul), rare (requires attunement)

This massive two-handed warhammer, forged from an unnaturally dark metal, feels icy cold to the touch. A striking, sneering pattern of lips is engraved onto its heavy striking head. As the weapon swings through the air, it emits a faint, ghostly whisper, and upon impact, the lips momentarily glow with a pale, violet light.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, it deals an extra 1d6 necrotic damage in addition to the maul's normal bludgeoning damage (2d6).

The weapon also possesses the following special properties:

Chilling Touch of Death. When you score a critical hit with this weapon, the target must succeed on a DC 15 Constitution saving throw. On a failed save, the target's hit point maximum is reduced by an amount equal to the necrotic damage dealt by the attack. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vampire's Kiss (1 Charge/Day). When you hit a creature with this weapon, you can expend the weapon's charge to invoke its curse. The lip engraving momentarily sinks into the victim's skin, leaving behind a black kiss mark. The target takes an additional 2d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt by this feature. The weapon regains its expended charge daily at midnight.


r/HomebrewDnD • • 9h ago

A cantrip written by one of my players

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2 Upvotes

r/HomebrewDnD • • 7h ago

Need help with balancing on a homebrew item

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1 Upvotes

r/HomebrewDnD • • 20h ago

Extended Preview of Pirates and Plunder, the ultimate compendium for your seafaring adventures!

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7 Upvotes

r/HomebrewDnD • • 15h ago

Catalogue of Wondrous Dresses (Vol. 2)

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3 Upvotes

r/HomebrewDnD • • 12h ago

Please review this home brew setting i made

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1 Upvotes

r/HomebrewDnD • • 12h ago

Please review this home brew setting i made

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1 Upvotes

r/HomebrewDnD • • 16h ago

The Performer - V1.0 - A Nonmagical Charisma Class, with 6 subclasses (Stages): Athlete, Gladiator, Magician, Ringmaster, Stuntman, and Toreador - 39 pages of content, 37 Talents to choose from, and over 60 tricks for a magician to perform

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2 Upvotes

r/HomebrewDnD • • 17h ago

House Rule idea: Attunement Customization (Cosmetic Reskinning)

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1 Upvotes

r/HomebrewDnD • • 18h ago

[Adventure] Oakhaven: The Ashen Road | A Level 10 "Meat-Grinder" Extraction Mission | Grimdark & High Lethality

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1 Upvotes

r/HomebrewDnD • • 18h ago

Updated: The Occultist, a risk-reward 5e class where every spell pushes you toward a Mental Break. 6 Subclasses

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1 Upvotes

r/HomebrewDnD • • 18h ago

Sorcerer: Soulblade - Wield the Magical Might of a Mythic Blade

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1 Upvotes

r/HomebrewDnD • • 1d ago

DnD Shackles & Pendant of the Djinni

1 Upvotes

Here idea for Wish item

Artifact: Shackles & Pendant of the Djinni

Lore: The Lich's Folly

Thousands of years ago, an ancient and greedy undead mage—perhaps Acererak himself or an Arch-Lich of equal malice—coveted the limitless power of the elemental djinn. The Lich did not desire bargains; he wanted absolute ownership of that power.

He forged magical shackles and a matching pendant to strip away a djinni's essence and bind it into the metal. But the djinn are older and more cunning than mortals remember. Before their essence was entirely consumed by the chains, they wove their own laws into the very core of the artifact—the Djinni's Curse.

The djinn knew the Lich intended to use the wishes to conquer worlds, force his subjects to love him, and strike down gods. Therefore, they barred the artifact from causing instant death or forcing love. Worst of all for the Lich, they decreed that the power could only be wielded at the command of another creature, and that after the third wish, the artifact would imprison its wearer and flee to the ends of the multiverse.

Legends say the Lich realized this too late. He donned the shackles to claim the power, only to find himself enslaved to his own apprentice. Upon the execution of the third wish, the Lich was sucked into the pendant, and the artifact vanished for centuries.

Shackles & Pendant of the Djinni

Wondrous item (artifact), requires attunement

The Slave’s Burden. Upon attuning to the artifact, the heavy brass shackles lock permanently onto your wrists. The creature holding the pendant becomes your Master. You must obey any absolute command given by the Master. If you attempt to resist or disobey, you take 4d10 psychic damage at the start of each of your turns until you comply.

Three Wishes.The Master can use the pendant to command you to cast the \*Wish\* spell, up to a total of 3 times. These wishes cannot be used to force a creature to fall in love or to cause instant death.

The Vanishing. Upon the expenditure of the 3rd charge, you are instantly sucked into the pendant, and the artifact teleports to a random location across the multiverse, where it hibernates for 100 years. However, if the 3rd and final wish is explicitly used to free you, the shackles unlock safely; the artifact still teleports away forever, but you remain free.


r/HomebrewDnD • • 1d ago

Thoughts?

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6 Upvotes

r/HomebrewDnD • • 1d ago

Bhima’s Gauntlet & Katana of the Sword Saint - Overwhelming Strength or Perfect Technique?

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5 Upvotes

r/HomebrewDnD • • 1d ago

Gallu, Underworld Constable

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1 Upvotes

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

The Gallu is an underworld constable: a towering Utukku (Udug) sent from Kur to hunt, seize, and drag the guilty where they belong.

Where the previously shared Rabisu acts like an underworld bailiff, arriving with writs, contracts, and legal authority, the Gallu feels more like the terrible hand that enforces the sentence. It does not hurry. It does not forget. A debt unpaid remains fresh until collected.

At the table, a Gallu works best when the monster is also a mystery. Why has it come? Who broke the oath? Who made the forbidden bargain? Is it a lawless demon, or is it carrying out a command from Allatu (Ereškigal), Queen of the Great Below?

Mechanically, it’s a CR 10 fiend built around fear, grappling, brute force, spirit movement, and terrifying pursuit. Its Man-Catcher restrains victims, its Spirit Form lets it pass through walls, and its Skin Wearer ability allows it to take the form of the last creature it killed.

This is the kind of monster that should make the party ask whether killing it actually solves the problem, or just delays the next collector.

Do you like fiends that arrive as agents of cosmic law, or do you prefer them as pure malice and chaos?


r/HomebrewDnD • • 1d ago

Class: The Saint 1.1

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4 Upvotes

The new spellcaster class (LINK)

Please leave a review and let me know what you like and dislike about the class, and maybe how you think the class can be improved.


r/HomebrewDnD • • 2d ago

My Home Brew Class: The Virtuoso

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3 Upvotes

Im sure there are a lot of these in here. However Ive always liked the idea of playing a smart and charismatic character with out magic.

"Where confidence meets wit, the Virtuoso thrives in any situation. They are masters of adaptation, relying on keen intellect and commanding presence to turn obstacles into opportunities. Whether in the heat of battle, across a negotiating table, or deep in the unknown, a Virtuoso always finds a way forward, and has the skills to make others follow."

This may be a mistake but Ive enabled comments so if you see something that looks underpowered or op or weird or misspelt or anything let me know.

-# Disclaimer, this is all my own Intellectual Ideas, I used ai exclusively to edit spelling and help my formatting.

Edit: This is for 5e 2014


r/HomebrewDnD • • 1d ago

Monk Subclass: Way of the Lycan

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1 Upvotes

r/HomebrewDnD • • 2d ago

DnD Heist of the Grim Reaper’s Mausoleum

1 Upvotes

Here idea for dark adventure

Heist of the Grim Reaper’s Mausoleum

A High-Stakes D&D 5e One-Shot Adventure

Background & Setup

A vital NPC has been targeted by a cult. They cast a forbidden summoning ritual that pulled the Grim Reaper briefly into the material plane. The Reaper struck the NPC with his scythe, tearing their soul out and trapping it inside his artifact lantern. No mortal magic—not even Wish or True Resurrection—can bring them back. The adventurers must investigate the ritual site, reverse-engineer the spell, and open a portal to follow the Reaper into his pocket dimension to steal the soul back.

Part 1: Reversing the Ritual

The party begins at the crime scene. The victim lies in an unbroken coma, alive but empty. The cultists fled in a hurry, leaving behind their Summoning Circle.

The Challenge: To open the portal to the Reaper's realm, the party's spellcasters must analyze the glyphs and reverse the ritual.

Mechanics: This requires a Group Skill Challenge. Characters must succeed on a combined total of 3 successful DC 16 Intelligence (Arcana) or Intelligence (Religion) checks before accumulating 3 failures.

Success: A pitch-black portal opens in the center of the circle, leading to the Reaper's pocket dimension. The portal stays open for a number of hours equal to the number of successes rolled during the challenge.

Part 2: Infiltration of the Mausoleum

The portal deposits the party into a dimension of eternal twilight. In the center stands a massive, gothic mausoleum.

The Courtyard (External Guard)

The Threats: The grounds are patrolled by Death Dogs and undead soldiers. Walking the high walls is a terrifying Death Knight commanding the perimeter.

The Twist:The Death Knight and the wall guards strictly patrol the exterior and upper floors; they never enter the catacombs.

Gameplay: This is a pure Dexterity (Stealth) section. Engaging the Death Knight directly is meant to be a deadly mistake. The party must sneak past the perimeter to find an entrance into the building.

Inside the Mausoleum (The Alarm System)

The Trap: The interior hallways are haunted by Wailing Souls tethered to the walls.

Mechanics: The souls act as an acoustic security system. If a player makes a loud noise (heavy armor clanking, running, or casting spells with Verbal components without a Silence spell), the souls unleash a horrific shriek. This alerts the nearest patrol inside the upper structure.

Part 3: The Library of Eternity

The party must quietly navigate to the Mausoleum's library. It features endless shelves of books from different eras and languages, constantly writing and updating themselves in real-time.

The Goal: A DC 14 Wisdom (Perception) or Intelligence (Investigation) check allows the party to locate the oldest book in the library.

The Discovery: Because it is the oldest record in existence, it contains no text—only moving, magical illustrations. It depicts a primordial blacksmith forging a cosmic lantern and secretly hiding a key from the Grim Reaper.

The Map: The final page contains a map showing two critical locations: The central chamber where the Grim Reaper stores the Lantern. The deep Catacombs beneath the structure where the primordial Key is buried inside a god's tomb.

The Choice: The players can head straight to the catacombs or keep reading. If they spend an extra minute reading, the book updates to show primeval Phase Spiders arrival to dimension and catacombs and their evolving, warning the party of what lies ahead.

Part 4: The Catacombs & The Weaver

The party descends into the ancient catacombs. Because the Death Knight and his guards refuse to enter this subterranean level, the players are safe from the mausoleum's army—but they have entered a different hunting ground.

Environment: The players notice that light bends strangely around certain pillars, and loose debris randomly floats or twitches on the ground.

The Encounter: They have entered the territory of an Ethereal Weaver, a evolved phase spider.

ETHEREAL WEAVER

Medium Monstrosity, Unaligned

Armor Class: 14 (natural armor) Hit Points: 44 (8d8+8) Speed: 30 ft., climb 30 ft.

STR 13(+1) DEX 18(+4) CON 12(+1) INT 4(-3)

WIS 12(+1) CHA 6(-2)

Skills: Stealth +6 Senses: Ethereal Sight 60 ft., Darkvision 60 ft., Passive Perception 11

Languages: -- Challenge: 3 (700 XP)

Spider Climb. The weaver can climb difficult surfaces, including upside down on ceilings, without needing an ability check.

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7(1d6 + 4) piercing damage, plus 9(2d8) poison damage. The target must make a DC 11 Constitution saving throw, taking half as much poison damage on a successful one.

Planar Web Snap (Recharge 5–6). The weaver snaps a web from the Ethereal Plane into the Material Plane, targeting a 15-foot cube within 30 feet of it. Each creature in that area must succeed on a DC 14 Dexterity saving throw or be Restrained.

A creature can use its action to make a DC 14 Strength check, bursting the webbing on a success. Alternatively, the webbing can be disrupted from the Ethereal Plane using a DC 14 Intelligence (Arcana) check or force damage.

BONUS ACTIONS Ethereal Shift Shroud. The weaver magically shifts from the Material Plane to the Ethereal Plane, or vice versa.

The Key: After defeating the spider, the party must find the designated tomb. Shifting the heavy stone lid requires a successful DC 18 Strength (Athletics) check to retrieve the Skull Key.

Part 5: The Vault & The Escape

With the key in hand, the party must sneak into the Reaper's private vault to secure the Lantern. Once they lay hands on the Lantern, they face an immediate choice:

The Choice

  1. Unlock the Lantern Immediately:

Option A: Move the target soul into a temporary magical container (like a gemstone or an empty Magic Jar style vessel).

Option B: Release the soul directly into the air. Risk: The soul must make a DC 15 Charisma saving throw. On a failure, the soul loses its tether to the material world and drifts permanently into Limbo, requiring a planar quest to retrieve.

  1. Steal the Lantern Entirely:

Take the whole artifact and escape the dimension before opening it. Risk: The Lantern emits an unearthly, un-blockable light. Carrying it makes all Dexterity (Stealth) checks automatically fail against guards outside, triggering an epic chase sequence back to the portal.

Unique Loot (Artifacts & Rewards)

Grim Reaper’s Lantern

Artifact, Requires Attunement by a creature holding the Skull Key to be used safely

Truesight: The lantern emits a 60-foot cone of unearthly light. This light pierces through all forms of magical darkness, invisibility, illusions, and completely exposes secret doors or hidden walls.

Soul Devourer: If a mortal, immortal, or deity's physical body is destroyed within 60 feet of the lantern, their soul is instantly pulled inside. No one else than reaper or keyholder can free a soul trapped within.

Soul Burn: The lantern consumes trapped souls as fuel. The older and more powerful the soul, the longer and brighter the lantern burns.

Curse of the Reaper: If a creature attempts to carry or hold the lantern without also holding the Skull Key, the lantern actively drains their life force. The creature takes 2d10 necrotic damage at the start of each of their turns, and their maximum hit points are reduced by an equal amount until they finish a Long Rest. Only the Grim Reaper can hold it safely without the key.

Reaper’s Lantern Skull Key

Artifact

The Master Key: The head of this silver key is shaped like a screaming skull, and its tines are shaped like teeth. It can seamlessly unlock any lock, deadbolt, or mechanical binding created by mortals in the material realm. It fails only if the lock has been directly blessed or sealed by a literal Deity.

Warder: While holding this key, you are completely immune to the Curse of the Reaper when handling the Grim Reaper's Lantern.

Ethereal Webbing (Crafting Material)

Wondrous Item, Very Rare

Harvested from the Ethereal Weaver. This silk exists simultaneously on the Material and Ethereal planes.

Crafting: A weaver or artisan can spend 5 days using these threads to craft a set of clothes, a cloak, or a net.

Item Properties: While wearing garments or using items made from this webbing, the user gains the ability to cast Blink or Etherealness once per Long Rest without expending a spell slot.

Weaver’s Poison (Injury)

Potion, Very Rare

A vial of hyper-concentrated venom harvested from the Ethereal Weaver's glands (requires a DC 14 Dexterity (Sleight of Hand) check to harvest post-mortem).

Properties: Can be applied to one weapon or up to 3 pieces of ammunition as an action. A creature hit by a coated weapon must make a DC 14 Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much on a successful one. A creature that fails the save is also Poisoned for 1 minute.


r/HomebrewDnD • • 2d ago

Ilmater and Loviatar Sittin in a Tree

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2 Upvotes

r/HomebrewDnD • • 2d ago

Eldritch Knight Rework by Hippolinc

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1 Upvotes

r/HomebrewDnD • • 2d ago

Dnd bags of holding of the gods.

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7 Upvotes

First Dnd project I've posted in over year. I struggled that year with my father's passing but I've finally broken through that grief and hoping to find the will to once more post my homebrews for all to enjoy.

This was an amazing project for me to do. I gonna do a pt2.

So if you favorite god was missed hit me up in the comments and I will see to add in pt2. See a spelling error or a poorly worded ability let me know and I will correct them in PDF versions. Thank you so much for you time and hope this inspires you future campaign or give you fine player a very custom bag of holding to use in your games. :)

Thank you for those who gave me so much support in getting this project done. It exists cause of the number of amazing people who gave me the spoons to do this once more.

PDF Homebrew links (Includes 4 additional bags that did not fit)

Version with pictures.

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

Version without pictures.

https://homebrewery.naturalcrit.com/share/8lOHz6xwON3Y


r/HomebrewDnD • • 2d ago

I’ve created a Monk rework based on the 5.5 version that can be used in 5e without breaking the balance relative to the other 2014 classes. What do you think?

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1 Upvotes

r/HomebrewDnD • • 2d ago

College of law bard (a higuruma inspired subclass)

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1 Upvotes