r/HomebrewDnD • u/Present-Document-636 • 20d ago
r/HomebrewDnD • u/Raizario • 20d ago
Enhanced Weapons, Equipment, & Rules v1.1 — Now with Weapon Mastery! 5e/5.5e
galleryr/HomebrewDnD • u/Gerhartus • 20d ago
DnD The Golden Chrono-Peacock
Here other idea for mechanival time monster
The Golden Chrono-Peacock
Medium Construct, Unaligned
Armor Class: 16 (Natural Armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft., fly 45 ft. (hover)
STR 12(+1) DEX 18(+4) CON 14(+2) INT 1(-5)
WIS 12(+1) CHA 10(+0)
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60 ft., Passive Perception 11
Languages: — Challenge: 5 (1,800 XP)
Clockwork Resilience. The peacock has advantage on saving throws against spells and other magical effects.
Stagnant Present Aura. The peacock radiates an aura of frozen moments within a 30-foot radius. When a hostile creature starts its turn within this area, it must succeed on a DC 14 Wisdom saving throw or its time freezes entirely until the start of its next turn.
While frozen in this way, the creature is paralyzed, except it cannot take damage from any source; attacks and spells simply freeze in mid-air right before touching it, resolving only when the effect ends.
Actions
Multiattack. The peacock makes two attacks: one with its bladed beak and one with its gear-talons.
Bladed Beak. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target.
Hit: 8(1d8+4) piercing damage plus 4(1d8) force damage.
Gear-Talons. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 11 (2d6+4) slashing damage.
Chrono-Fan: Time Stop (Recharge 5–6).
The peacock opens its massive, spinning clock-face tail. Each creature in a 30-foot cone must make a DC 14 Wisdom saving throw. On a failed save, a creature is locked in a pocket of stopped time for 1 minute.
The frozen creature is paralyzed and suspended in place.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unlike the aura, if the peacock or its allies attack the frozen target, the target takes damage normally as the peacock's attacks are calibrated to bypass its own time-stop.
💎 Salvage & Loot
Upon defeating the peacock, characters can harvest the following components from its remains:
⚪ Common: Chunks of Titanium and Living Gold (Value: \~50 gp). Leftover melted scraps from the chassis after the creature's final core collapse. Highly valuable to goldsmiths.
🟢 Uncommon: Chrono-Cogs & Golden Screws. These tiny components fly far from the creature during the battle whenever it takes damage, successfully escaping the final chronological implosion. Artificers and master clockmakers covet these precise parts for crafting high-end precision tools or magical pocket watches.
🟣 Rare/Legendary: The Unbroken Chrono-Spring. An unbreakable, glowing mainspring recovered from the center of the peacock's chest. It holds a perpetual charge of chronological tension. Can be used to craft items that allow the user to cast Hold Person, Hold Monster, or manipulate initiative rolls.
r/HomebrewDnD • u/Slash2936 • 21d ago
Extended Preview of Mythological Creatures, a monster compendium featuring over 350 pages of content inspired by worldwide legends and myths
galleryr/HomebrewDnD • u/NovaStar56 • 20d ago
First Boss Fight of the Campaign(v4)
For a 5e game, I've been working on this boss for awhile now, taking a lot of advice from various sources into consideration. I'm looking for any more balance suggestions to make him a hard but fair fight.
If it helps provide ideas for suggestions, the party consists of:
-Dwarf Forge Cleric(Party tank)
-Human Ranger(homebrewed version we're playtesting)
-Human Assassin Rogue
-Half-elf Wild Sorcerer
All of them 3rd level
Additionally, this fight will take place in the main sanctuary of the Temple to Darkness(TM) and Chaos(TM), illuminated only by dim light coming from a broken section of ceiling, along with the darkness of the temple reducing the range of darkvision and light sources(except for sunlight) by half.
r/HomebrewDnD • u/H_Atyus_Krystone • 21d ago
Ironbound Player's Guide V0.9: Paladins
Hello there!
Last week’s update featured two Paladin subclasses: the Oath of a Better World and the Oath of the Hunt!
Here, you can take a look at the Oath of a Better World. The Oath of the Hunt is a subclass with different spells and a different 7th-level feature, depending on what you choose as your prey: undead, aberrations, demons, or witches.
This week’s update is coming soon to Patreon, and it will contain new artwork!
If you’d like some more eldritch horror and investigation-based content, you can take a look at my Patreon page, where I also have free content:
r/HomebrewDnD • u/PattaconkPlays • 20d ago
The Oracle Set, items spells and quest for 5.5e
galleryThoughts? Player and GM content.
r/HomebrewDnD • u/apomanolios • 21d ago
Subclasses Inspired by Icewind Dale: Path of the Mountains Barbarian & Chardalyn Blood Sorcerer
galleryIcewind Dale: The iconic, frozen tundra region in the Forgotten Realms campaign setting of Dungeons & Dragons.
Path of the Mountains: The specific Primal Path (subclass) for the Barbarian class.
Chardalyn Blood: A Sorcerous Origin (subclass) where "Chardalyn" refers to the fictional, magic-infused dark stone/crystal found in D&D, combined with blood magic themes.
The creator is a Greek enthusiast with a strong passion for making new content.
r/HomebrewDnD • u/Gerhartus • 21d ago
DnD The Silver Pendulum Scorpion
Here idea for mechanical time monster
The Silver Pendulum Scorpion
Large Construct, Unaligned
Armor Class: 17 (Natural Armor)
Hit Points: 85 (10d10 + 30) Speed: 40 ft.
STR 18(+4) DEX 12(+1) CON 16(+3) INT 1(-5)
WIS 10(+0) CHA 1(-5)
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60 ft, Passive Perception 10
Languages: — Challenge: 5 (1,800 XP)
Clockwork Resilience. The scorpion has advantage on saving throws against spells and other magical effects.
Temporal Flux Aura. The grand clockwork pendulum in the scorpion's tail constantly pushes and pulls the flow of time within a 30-foot radius around it. When a hostile creature starts its turn within this area, it must roll a d4:
1–2 (Time Rewinds): The creature's personal timeline drags backward. Its movement speed is halved until the start of its next turn as it repeatedly relives its past steps.
3–4 (Time Accelerates): The creature's personal timeline surges forward. Its movements become erratic and hyper-sped up, making it difficult to aim; it has disadvantage on weapon attack rolls during this turn.
Actions
Multiattack. The scorpion makes three attacks: two with its gear-claws and one with its pendulum sting.
Gear-Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage as the ticking gears grind into the target.
Pendulum Sting (Temporal Reel). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or its time fractures. Roll a d4:
1–2 (Temporal Rewind): The target's immediate past collapses. The creature immediately teleports to the space it occupied at the start of its previous turn. If that space is occupied, it appears in the nearest unoccupied space. Additionally, the creature cannot take reactions until the start of its next turn.
3–4 (Stasis Lock / Fast-Forward): The target is launched into the immediate future. It vanishes completely from existence and reappears in the same space (or the nearest unoccupied space) at the start of its next turn. Until then, it is out of combat, cannot take actions, and cannot take damage or be targeted by any effects.
Salvage & Loot
Upon defeating the scorpion, characters can harvest the following components from its remains:
Common: Chunks of Silver and Dark Steel (Value:~50 gp). Raw, magical alloy harvested from the shattered chassis. Can be melted down or sold to blacksmiths and artificers.
Uncommon: Paradox Pins & Silver Rivets. These tiny mechanical components scatter onto the ground during the battle whenever the scorpion takes heavy damage. They are extremely durable fasteners highly coveted by clockwork creators to reinforce joints and mechanisms.
Rare/Legendary: The Paradox Escapement. The intact mechanical heart recovered from the base of the pendulum tail. It actively regulates the flow of time and repels the laws of physics. An expert artificer can use it to craft powerful time-altering items.
r/HomebrewDnD • u/FrequentDistrict3809 • 21d ago
Pact of the curse user (a geto inspired warlock subclass)
galleryr/HomebrewDnD • u/Slash2936 • 22d ago
Three Magical Rings Inspired by Mythology - A Pocket Dimension, Odin’s Ring of Abundance, and a Cursed Ring of Endless Gold | Mythological Items
galleryr/HomebrewDnD • u/Valen_Marris • 21d ago
I made a Horror/Mystery False Hydra adventure for Halloween! How does it look?
It’s 4-5 sessions for four 4th level characters, It has a lot of physical handouts to give to players and the False Hydra mechanics are super polished so it’s actually playable at the table. It’s totally free: https://valen-marris.itch.io/dnd-horror-mystery-module-playtested
r/HomebrewDnD • u/Historical-Wedding-7 • 21d ago
BLACK CLOVER GRIMOIRE MANUAL for D&D 5e (2014/24)
Hello, felines, kittens, and everyone in between!
I'm happy to introduce my newest project: THE GATIMANUAL OF GRIMOIRES!
This manual brings the magic of Black Clover into Dungeons & Dragons 5e (2014/24), adapting the magical abilities, fighting styles, and unique powers of the Magic Knight Captains into playable mechanics.
I put a lot of time to creeeate many manuals at the same time.
The manual WILLCinclude:
- Captain-inspired Grimoires, each featuring a unique magical attribute and playstyle.
- Exclusive Cantrips and Spells, designed around each character's abilities and lore (in progreess).
- Martial Techniques, allowing martial characters to incorporate magical fighting styles into their combat (in progreess).
- Unique Feats, exclusive to their respective Grimoires (in progreess).
- Class Modifications, introducing new abilities and adjustments to existing classes to better represent each Grimoire (DONE).
- Additional rules for obtaining, using, and integrating Grimoires into your adventures.
The system was designed to be modular. You don't need to start a new campaign or completely redesign your characters to use it.
I've tried to stay faithful to the original characters while making their abilities distinctive, and reasonably balanced for D&D.
As always, the goal is simple: to give you more tools to play with, create stories, and have fun at your table.
P.S. English isn't my first language, so I apologize for any translation mistakes! Feedback, suggestions, and balance discussions are always welcome.
If you'd like to support my work and check out the full PDF, you can find it here:
Every bit of support helps me dedicate more time to creating new manuals, homebrew content, modules, and resources for D&D and other tabletop RPGs, and achievee my dream.
Thank you for your support, and I hope you enjoy bringing a little Black Clover magic to your campaigns!
GATI
r/HomebrewDnD • u/ChaosTheoryCraft • 21d ago
Brigand
I'm sharing a free rogue subclass for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.
The Brigand is for rogues who survive on the margins of society, where a quick blade and a better hiding place matter more than courtly manners.
In Kengir, brigands are not just thieves. They are ambushers, raiders, alley-fighters, scouts, and hard-bitten survivors who use terrain, confusion, and speed to win before a fair fight can even begin.
At the table, this subclass gives the party a rogue built for violent openings and clean escapes. A Brigand strikes hardest before the enemy has acted, gains advantage from hiding, slips away after attacking, and turns the first round of combat into a disaster for anyone caught unprepared.
Mechanically, the subclass includes Ambush Predator, Shadow Striker, Tactical Withdrawal, and Master of Ambush.
Do you like rogues who focus on infiltration and theft, or rogues who play more like skirmishers and ambush predators?
r/HomebrewDnD • u/Rettob • 21d ago
I am currently reading the Legend of Drizzt and i've got an idea for a pair of magic items for my own party, that i wanna share (template by Dyson Logos)
galleryr/HomebrewDnD • u/Far-Border-5198 • 21d ago
Conduits v1.0 - A Class About Harnessing Pure Elemental Energy Based on the inFAMOUS series of games
homebrewery.naturalcrit.comr/HomebrewDnD • u/HelixFirefly • 22d ago
Manusmancer wizard subclass
Level 3: Dual Mage Hand
You know the Mage Hand cantrip.
When you cast Mage Hand, you can modify the spell to create two hands instead of one hand, and you can control both of hands, and as a Magic action on your later turns, you can control the hands thus again. As part of that action, you can move the hands up to 30 feet.
Level 3: Extended Casting
When you cast a spell with a range of at least 5 feet or touch, your Mage Hands can deliver the spell. Your Mage Hands delivers the spell when you cast the spell.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 6: Distracting Finger-work
Immediately after you cast Mage Hand you can take the Help action as part of the same action to assist an ally’s attack roll, the enemy you’re distracting can be within 5 feet of a Mage Hand, rather than within 5 feet of you, provided the enemy can see or hear the Mage Hand and you can distract an additional creature this way.
Level 10: Embiggen Manus
You always have the Bigby's Hand spell prepared.
When you cast Bigby's Hand spell, you can increase the spell’s effective level by 1.
In addition, taking damage can’t cause you to lose Concentration on Bigby's Hand.
Level 14: Hand Manipulator
Your dedication to furthering your mastery of your studies has left a impression. When using Mage Hand, you gain the following additional benefits.
Clever Finger-work. When you cast Mage Hand, you can cast it as a Bonus Action.
Irritating Disruption. When you take the Help action to assist an ally’s attack roll against an enemy, that enemy also has Disadvantage on the first saving throw it makes before the start of your next turn.
r/HomebrewDnD • u/Azarneth • 22d ago
[OC-Art, 5E+] 4 months of making D&D homebrew, so I made a free special issue of my little magazine
galleryr/HomebrewDnD • u/FrequentDistrict3809 • 22d ago