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Objecthead - Homebrew Lineage by Nines, v1.0
Heads will roll... the dice.
Objectheads, as the name implies, have an object for a head. While this allows them to transcend many physical limitations, such as the need for food and sleep, they still need to keep their head on to survive - so maybe don't try replacing your head with a Revivify diamond.
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nineheavenspress · 2 years
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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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Would you use a D&D 5e Homebrew "Heroic Action" System?
The idea is that your players, outside of rolls and hard mechanics can CHOOSE to have a heroic moment and influence the story in a way that they want to. The DM can negotiate what's possible, and offer them something like a Minor, Major, or Grave Consequence. Essentially, it's a player getting to choose a moment to shine in exchange for the DM giving the player a disadvantage or long term consequence.
And please don't comment or tag with systems that have similar mechanics/systems. I'm already aware of them, and yes, they'll have an influence on this.
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ibd-5e · 1 year
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Release the Krakens
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jaypea00101010 · 5 months
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Expanded Optional Class Features!
Over my time playing 5e there's a few small tweaks I've wanted to make to the core classes, below are just a few of the tweaks I personally use at my tables!
Below are optional class features for Barbarians, Clerics, Monks, Paladins, Rangers and Warlocks, with reasoning given for them all
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Barbarian
Ancestral Rage
Rage stops barbarians casting spells, but that leaves races that get spells a little high and dry, not able to use their spells in most fights, this is intended to fix that. Nothing super crazy, but tiefling barbarians will have just a little more fun.
Unending Rage
The latest barbarian playtests have let barbarians use bonus actions to keep raging, and let them rage for 10 minutes. While I think this doesn't really work thematically, it made me realise Rage probably shouldn't be as limited either. Will this come up much, not really, but it's a little less tracking and it's more thematic.
Unshakeable Rage
Force damage is becoming a lot more common on higher CR monsters, so having resistance to it for barbarians is pretty important. It's a fix to the main problem I have with barbarians, like I spoke about in THIS tumblr post.
Cleric
Channel Divinity: Spirit Guardians
Once again this is a fix to my biggest problem with the class, I don't really think turn undead is thematic for all clerics, but I think the spirit guardians spell both is pretty thematic for all clerics (or can easily be reflavoured to be), and is such a must pick for the class, it should just be built in, so this does! Scales with your proficiency bonus so it'll stay useful at all levels, and frees up your third level slots for something else
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Monk
Overflowing Ki
Monks need more ki points, and while this might look like it's giving them less at first, the recharge on this is a lot better, you might have less ki points overall, but you'll have all of them for all every combat
Perfect Flow
Similarly to overflowing ki, monks deserve a better capstone, so this is it, a constant flow of ki points, so you can always do what you need in a fight
Paladin
Swear Your Oath
Again a fix to my biggest problem with paladins. The source of sorcerers power is their subclass, so they get it at level 1, same with clerics and warlocks, so why not paladins? This feature, while not doing anything mechanical, helps the thematics of paladins immensely
Ranger
Mark Foe
Potentially the first part of a full ranger rework, rangers need a better feature than Favoured Enemy, and this is it. In an ideal world rangers would have a core class feature like this that subclasses could build off...... maybe....
Survivalist's Spellcasting
Another fix, rangers are the masters of the wilderness, they should be able to prepare for any situation.... but no, they're known casters, well no longer
Warlock
Eldritch Blast
The final fix I've spoken about before, it's such a must-have, that it just needs to be a class feature. Plus having it be a class feature means it doesn't scale with multiclassing which helps a lot (still not quite enough to stop hexblades, but I've got another fix there
Cunning Contract
Warlocks were int based in the D&DNext playtests, and they still absolutely make sense to be, so this just does that!
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heykayhayes · 1 year
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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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roserysttrpggarden · 9 months
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Hi there~! It's been a long time coming, but here it is, my attempt at reworking the 5e warlock, due to my dissatisfaction with the version presented in One DND (5.5??) feature a whole host of reworked and altered options so you may be the best devil worshiper you can be, the rest of this post shall go over some of the changes made along with my intention behind the changes.
The base class.
For starters, eldritch blast is now a class feature. Simply put, every warlock takes eldritch blast, doesn't matter if you're focused on support, damage, or you're a weapon wielding hexblade, eldritch blast is such a good option, so I might as well give it as a base class feature. Similarly the agonizing blasts ability to add your charisma modifier to its damage rolls was added for similar reasons, skipping over the spellcasting, pact boon and invocation changes, the contact patron feature from the One DND UA was added for thematic purposes, and eldritch master was reworked to instead allow your patron to concentrate on a spell, which yes, does allow you to concentrate on two spells at one (At disadvantage)
Spellcasting.
The One DND warlock features the rather unique ability to choose between intelligence, wisdom or charisma as its casting stat, while I enjoyed the concept I decided to take it a step further by tying your spellcasting ability to the otherworldly patrons themselves, essentially using their spellcasting stat in a way.
Additional changes include you getting your 3rd-level slot at 6th-level as opposed to 11th, cause the highest most dnd campaigns reach are around 10-11th level, and it feels bad having to wait all the way until then just to cast three spells a day, some other changes of note include the warlock being able to ritually cast, and the spells gained from their otherworldly patron are now automatically prepared, rather than added to the warlock spell list. Which i'm not sure why they did that? Unless they though the warlock would be too good?
The Pact boons.
Basically every pact boon got upped in power, such as pact of the blade and pact of the chain, alongside them growing in strength when you reach 5th-level, in addition, two new pact boons were added. The first being the Pact of The Gunpowder, based on the Pact of The Trigger by MonkeyDM, its an eldritch blast/cantrip focused pact for those who want to truly commit themselves to the eldritch blast lifestyle, alongside the Pact of The Idol, allowing you to sacrifice your hit dice to perform various features.
Eldritch Invocations.
A selection of (Mostly new) invocations were made for this document, my favorite would have to be the ones given to the pact of the blade. Admittedly in the rush to get this out by the deadline I chose to cut back on the invocations in particular, but who knows, maybe when I get to revising this someday I can add even more invocations to the list.
Subclasses
All of the subclasses were revised in one way or another, but for the sake of time i'll go other three in particular: The Hexblade, The Horror and The Undying. The hexblade is a rather infamous subclass within the DND community in no small part cause of how strong a 1st-level dip is for many characters (Cough, paladin) but the more I looked at it, the more I found myself bored of it. Don't get me wrong the 5e hexblade is rather powerful, but it just doesn't scratch the itch of the cursed item patron, and with hex warriors main drawing being ported over to pact of the blade, reworking was a must. The horror (Originally called the undead) I generally don't have to many issues mechanics wise, in fact it's one of my favorite warlock subclass, my only gripe is cause of how much if steps on the undying toes flavor-wise, speaking of which, the undying is possibly the subclass I had the most fun reworking, transforming it into a tanky summon focused as opposed to....Whatever the original was trying to accomplish.
Along with the revision of old subclasses, three new subclasses are included: The Arcanist, The Dragon and The Evergreen. The arcanist is a pact with a powerful being of magic (Such as an archmage) it allows you to learn wizard spells from your pact magic feature, manipulate your spellcasting and eventually imbue spells into trinkets, the dragon are for those that simply want blast their foes away, you can create bursts of draconic energy, absorb elemental energy and even assume the form of a dragon, lastly the evergreen is for those that couldn't decide if they wanted to be a druid or a warlock, allowing you to create a garden around yourself that damages enemies, alongside implanting magic seeds within your foes and protecting allies within your garden against spells, similar to an ancients paladin.
New spells
Because I like making more work for myself, a handful of new spells are available at the end of the document, so I apologize if they're a bit on the lower end quality wise, but I hope they'll be at least somewhat interesting.
That's about all I wanted to talk about in relation to this rework, keep in mind everything in here is untested, and I encourage anyone reading this to leave any thoughts or constructive criticism they may have. With that in mind, thank you for reading, go out and make something cool.
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frenchalabamian · 1 year
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Sorcerer with beholder powers. Beholder this guy !
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oneshotsfunshots · 10 months
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Homebrew DnD One-Shot #8
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[PDF]
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So, you know how I said I was making 30 subclasses for Subclasseptember? I lied. This one's a class, actually.
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Subclasseptember Day 30: Choice
The Wildheart - Homebrew Class
The Wildheart is intended to fulfill a similar niche to Barbarian, but with its own flavor and a much more complex structure to provide the satisfying crunch that martials tend to otherwise lack.
Details under the cut.
This was a project that I'd been working on for a while over the last year. A complex martial, with similar build variety to the Warlock while not sacrificing the strengths of martial-oriented design. This was intended to contrast a simplistic mage whose build and combat choices would rival the elegance of a Champion Fighter. There's no reason that martials have to be the beginner's class and mages have to be the only choice for any actual variety in and out of combat.
The latter ended up being absorbed into the Swordmage, but the former ended up shelved - until now.
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Subclasseptember has been a fun time, but I'm going to once again take a step back from brewing. Can't blame anyone else for not going all the way; it's definitely not an easy task. Wouldn't be called a challenge if it was.
Subclasseptember 2023 Compendium and DNDBeyond Links to come soon. Sadly, DNDBeyond still doesn't support homebrew classes.
Normally I'd make a funny quip here or something? But right now, all I can say is thank you everyone for your support. I intend to continue with these passion projects as long as I can. Albeit at a bit of a slower pace.
If you like what you see, I've got a ko-fi if you want to commission more of my stuff? It's in the pinned post on my page.
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nineheavenspress · 2 years
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CREATURE: SAMDUGUMI
Illust: Hanghul
The Kickstarter for our 5e Korean myth-based adventure book is almost at 80% funded!!
There are two different types of Gumiho: those who wish to ascend to the heights of divinity and those who've resigned themselves to their bestial nature. The Samdugumi is the latter having forsaken its lofty goals. Though they appear as feral creatures, they're masters of curses and effectively combine their dark magic with their hunting instincts to slaughter its prey.
The Samdugumi traded away its Fox Marble that all Gumiho possess in exchange for blighted immortality. They can survive being hacked and slashed, reproducing any lost body parts, even splitting its body into separate selves. The Samdugumi is a nine-tailed fox that evolved to spite all mortals.
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The Phoenix Conclave (A Wizard Subclass)
Dug this one out, I had totally forgotten it. Enjoy!
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kowaipun · 7 months
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Gay Icon The Babadook
This clip is from our live streamed dnd game on Twitch. It takes place in the ancient greek inspired lands of Materia, a land where beings from Faerie steal children away during the night. Parents tell stories to their children about the witch in the woods, and mean it. Gods of the celestial plane often interact with mortals, not uncommonly to their detriment, while mortals still pay tribute at temples, and pray for safety or favor. Stories of Demi-gods and mythical beast fill the scrolls of authors and the mouths of storytellers. Our story revolves around 6 beings, neither mortal nor god, but somewhere in between. Each with a destiny to play in the upcoming events, whether it be small or large.
Interested? our socials here: https://linktr.ee/Lifeofdice
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ibd-5e · 1 year
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Hyrdomancies
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jaypea00101010 · 6 months
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Transmute Liquid, A New, Clerical Cantrip for your Games
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The level 1-13 playtest of my Priest Class is drawing closer, and as we move closer, thought I'd show off some more new things I've made for it like Transmute Liquid, finally a way for your cleric (or priest) to turn water into wine!
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dexsavingthrow · 2 years
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PMMM MAGICAL GIRL HOMEBREW - BETA V.1.0 !
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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