#homebrew 5e
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The College of the Paintbrush - 5e Homebrew Bard Subclass by Nines
I live in paint (the t is silent)
Almost, but not quite, a pet subclass for the Bard. Paint Creatures act more like delayed spells, though; you can choose to either detonate them instantly, or have them stick onto another creature to play around with positioning.
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nineheavenspress · a month ago
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Illusts: Alex Ahad, Jenny Park
Our Korean myth-inspired adventure book has now been FULLY FUNDED on Kickstarter! To celebrate, we've unlocked the Dokkaebi and Gumiho ancestries. Our next stretch goal is a one-shot adventure based on household gods!
14 days left as of this post!
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kritterart · 22 days ago
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Some pieces from my first campaign as a dungeon master- my homebrewy take on Lost Mine of Phandelver! My version of the Black Spider was verrry Lady D inspired and I gave her a bunch of spooky drider daughters. I also added a few of my own characters as adversaries for flavor and generated a new villain specifically for one of my players to give her somethin spicy. We’re coming to a close on this one pretty soon and I know I’m gonna get emotional about it! I’ve learned so much about how I like to DM through this game and it’s been really fun- I can’t wait to do more in the future! 
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dexsavingthrow · 6 months ago
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Will be playtesting soon, this is not balanced at all yet, and I'm really excited to share updates with you all! Feel free to test on your own if you'd like, but bear in mind this is very very early stages of homebrewing.
Link on Homebrewery
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coffeecup-homebrews · a year ago
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Sacred Oaths- reworked! I really enjoyed the Feywild Sacred Oaths, but the format was in desperate need of an update. Here’s the Homebrewery version of my Feywild paladin oaths, complete with a PDF. Get PDF | Support me on Ko-fi!
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lemliv · 4 months ago
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Anyway here’s a god design for the campaign Im doing 🥰
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dm-clockwork-dragon · 9 months ago
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I Told You I Would add Armor!
Ok, this one has probably been one of the longest projects I have ever worked on compared to the final scope. Back in, what 2019? I released a Supplement called “Clockwork Dragon’s Expanded Armory” to serve as a replacement and expansion for the core weapons tables, and address some of my biggest pet peeves about the general “sameness” of weapons. But an armory contains more than just weapons, and that initial release was always lacking suitable Armor to go along with the other tools of war I had carefully stated up. I had always planned to add armor to the supplement, but actually tackling the project turned out to be a lot more easily said than done. You see, 5e relies on this thing called “bounded AC” which means you can’t just start adding higher AC bonusses to the game without making players effectively unhittable. I also had this idea in my head for a system more like what I experienced back in 4e, where armor wasn’t sold as distinct sets, and instead, you could have various pieces of armor, such as helmets, chest plates, and grieves that collectively decided your AC, but each of which could have individual enchantments and bonusses. None of which could really be achieved using 5e’s existing AC system I worked for probably about a year and a half developing a complete defense rework for the game, which split Armor Score and Defense Score into separate statistics, with armor adding damage reduction, and Defense Score deciding how hard you were to actually hit. At one point, It included a re-design of how speed was determined. I divided up armor sets into 3-5 separate pieces, which could be mixed and matched, with individual weaknesses and resistances for each piece of a set. Then I spent a good 6 months playtesting it, both on my own, and with any group that found the idea intriguing. And believe it or not It worked. Unfortunately, there were so many nuances and details to the system I had devised, that it just.... didn’t feel like 5e anymore. It was playable, and even fun - once you got the hang of it - but just felt like too much weight on top of a relatively simple tabletop system. So in the end, I decided to scrap nearly two years of work and playtesting, and start over with the goal of keeping things simple, but still interesting. The result it what you see here. No heavy rewrite, no piece-meal armor system, just the simple addition of resistance and vulnerabilities that each set of armor conveys to it’s wearer. I also made sure to keep most of the interesting new types of armor i had developed, and explored the idea that some types of armor might even grant *advantage* to stealth checks instead of just disadvantage. In the end, I’m actually really happy with how it turned out - just not as happy with how long it took to get here.
I still think my more complicated defense system has merit, and I haven’t seen anything else that works quite like it, so I’m going to keep it in my back pocket for that new tabletop system I’ve always wanted to write. Maybe if I get a wild hair, or enough interest from the community, I will post my work on it sometime. but that is a project for another day.
As usual, the preview images above are low resolution, and does not contain everything. For the latest high-resolution PDF, as well as a whole host of other work I have done, check out this handy dropbox link, containing all of my published content. The armor you see above is part of My Expanded Armory supplement.
If you like what I do and want to support me or just generally help out, Check out my Patreon page, or throw some coin at me through Paypal.me. If you wanna just come say hi on my Discord, that’s great too!  
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fun-kayy · 4 months ago
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well here it is, this was the most daunting design challenge I've given myself. more or less 40 small encounter modifiers or even encounters in and of themselves. and yes, its all ROCKS, why is it all rocks, because I hate the word McGuffin.
these are for the most part untested and there is some real zombie design going on here with me trying to catch up with my internal deadlines but hopefully it’ll give some DM’s out there some fun ideas, follow me if you’re interested in some more terrible ideas.
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goblinwitchhut · 8 months ago
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It's time for the tadpoles, and kingly frog. Poliwag are tadpoles the size of infants with see-through but surprisingly resiliant skin over thier intestines. They're strong swimmers but spend a lot of time on the shore learning to walk. Eventually they lose the tail and grow into...a tadpole the size of a halfling called poliwhirl. If exposed to a large enough area or significant source of elemental power, they'll grow into a tadpole the size and breadth of a dwarf. They don't seem to mature as they age, just grow limbs and get angry, as if they're frustrated about never fully turning into a frog. While it seems they've forgotten how to finish maturing, there is one way to trigger it. If given something resembling a crown or symbol of office, a well traveled poliwhirl who can finish their growth into a politoad. These territorial creatures have thunderous croaks that command all local poliwag and poilwhirl. They're occasionally known to band together to sing outside their mating season. here are a few example encounters- - A village raises poliwag to keep insects in check, and their waddling march from the breeding pools to the local lake is a sign of a good harvest. This year something has been thinning the flock however, and if none remain the villagers fear their crops are doomed... - A local lord has made Poliwhirl a protected species, as they are a cure to his insomnia. The townsfolk have long relied on fish to survive however, and the overpopulation of frogs is swiftly devouring them all. Something needs to be done before the villagers starve! - A trio of Politoad have banded together into a coven, changing the weather to constant rain and gathering an army of all lesser forms. While being approached by locals desperate to stop the flooding, a supremely annoyed poliwrath appears to guide and aid the party, furious at the toads for hypnotizing its clutchmates.
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curaxu · 17 days ago
A homebrew trait/race I made for the 5E campaign I’m running! It essentially creates functional immortality, and it’s primarily functioning as a plot point for my campaign, but I figured I’d share it since I’m pretty proud of it for my first proper homebrew creation! Feel free to use it, just please credit me and reblog if you do!  (also, I’m unsure on whether this would classify as a trait/feature or a race? It functions similarly to a race, but it doesn’t change or override the original race.)
UNDYINGS (A D&D 5E Homebrew Trait)
The Undying trait is available to (almost) any species, and can be chosen during character creation. It can also be chosen later on, if the DM and/or player thinks it would be appropriate. 
Undyings can exist in one of two states: unawakened and awakened. An unawakened Undying is one who has not yet had their first death, and in most cases, is unaware that they possess this trait. Many Undyings grow old and pass away from old age without awakening the trait, as a natural death of old age will not activate it. An awakened Undying has died and come back at least once. They cease aging, as their body simply returns to the state it was in before they first awakened the trait, negating any scars, injuries, or disabilities they acquired during a “cycle”-- a term referring to the time between deaths. 
When an Undying dies, their dead body decays at a much faster rate. It takes about two days for the body to disappear, rapidly rotting and disappearing. A new body will then appear in the place they last slept OR last felt safest to begin another cycle (this can be up to the player or the DM), with a red mark from the death being the only thing left behind. Marks vary from injury to injury, but are consistent between certain causes of death. 
Communities of Undyings are typically tight-knit, regardless of species, frequently taking in non-Undyings as well. Be warned, though: Some consider Undyings to be pure evil. Flaunting this trait is often a way to bring yourself trouble. 
Species Unable to Take This Trait: Fey-type creatures (e.g. Fairies, Centaurs, Hexbloods, Satyrs); Construct-type creatures (e.g. Warforged, Autognomes); Undead-type creatures (e.g. Vampires, Dhampirs, Reborns, Revenants); Aetherborn 
Ability Score Increases: If your initial species does not provide an increase to Constitution, your Constitution score increases to the next even number. 
Age: After their first death, an Undying ceases to physically age. The one exception to this trait is seen if an Undying is under the age of adulthood (eg, 18 in humans). In that case, they will continue to age at 1/3rd of the typical rate until they reach this physical age. 
Undying Sense: When rolling to detect if another person is an awakened Undying using Insight, Investigation, or Perception, you may add half of your proficiency score, rounded down. 
Swift Recovery: Typically, an Undying can take anywhere from two days to two weeks to come back from a death (calculated by rolling 2d6), but through much trial and error, it was discovered that certain spells can speed up the process. These spells are primarily healing spells, and are listed below:
1st Level: Cure Wounds, Healing Word 2nd Level: Lesser Restoration, Prayer of Healing  3rd Level: Aura of Vitality, Life Transference, Mass Healing Word 5th Level: Greater Restoration, Mass Cure Wounds 6th Level: Heal 9th Level: Mass Heal, Power Word Heal, Wish
Instead of being performed on the person themselves, these spells can be performed on an item important to them to speed up the process of an Undying coming back. The amount of hit points “healed” affects how much the spell will speed up the process.
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tiefling-anarchy · 2 months ago
creating a homebrew race is so much fun but im not sure where else to go with it
its a subrace of elf so
what do i add other than what i already have?
im putting it on dnd beyond incase anyone is interested, i talked a bit about it over on @london-writes
anyone got any tips for making homebrew?
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homebrew-a-la-traumaverse · 7 months ago
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The Swordmage. These elementally-attuned warriors weave arcane magic alongside fire-forged steel, raining waves of destruction from the windswept skies to the depths of the earth.
Despite the existence of Artificers, Bladesingers, Eldritch Knights, Bladesingers, and so many more sword-slinging caster subclasses, there's long been an itch for something a bit closer to the fantasy of an arcane swordsman, wielding mastery of spells and swords in equal measure. And it shows! There's been a million iterations of Spellblades and Maguses. So we can have one more. As a treat.
There's too many images, too much artwork, too much Swordmage to fit into one post. So there's links in the document itself. In the reblogs.
Only 500 followers late for the 1000 follower special! Here's to many more.
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nineheavenspress · a month ago
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Underworld Feast
Illust: MLarty The Kickstarter for our 5e Korean myth-inspired adventure book is over 80% funded! Please consider helping us make the final push.
A print for sale up on our Kickstarter and one of our chapter illustrations! The heroes venture into the Underworld and find a food stand with all kinds of dishes laid out before them. What could go wrong!?
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horizonwalkers · a year ago
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a smite perfect for treachery paladins, gnarly oath of ancients paladins, and grubby rangers as well!
transcript below
Fetid Smite 2nd-level evocation
Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon oozes with foul sludge, and the attack deals an extra 2d8 poison damage to the target. Additionally, the target must succeed on a Constitution saving throw or be poisoned until the spell ends.
A creature poisoned by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.
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artandstarstuff · a year ago
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And here’s the bonus Bloodhunter table! Let me know what you think, and what you’d like to see next.
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adpyramid · a year ago
Dark Souls 5e Class, Bosses, and Spells
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Alrighty everyone! Did a lot of changes from the previous PDFs:
So many spell checks and standard 5e wording
Changed the name of the class to Lordseeker, which I think sounds nicer
Added the two extra archetypes for the main class to fill out the spell casting
Added spells from the Convergence mod and some new ones to flesh out the schools
Will EVENTUALLY add a fourth book of the standard mobs, the named fights like Kirk and Hodrick (with their weapons and armor), and the NPCs like our happy onion boi Siegward, Sirris, and probably add some extra folks like how Convergence did the "greater foes" to flesh out the world a bit. But man, that's going to be a lot.... and probably like 60 pages yeesh.
Appreciate the look! Links below:
Lordseeker class:
Lords of Cinder bosses:
Might of the Gods spell book:
Would love some feedback, don't have anybody to bounce this stuff off of IRL.
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