Spyke
dndhomebrew·DnD HomebrewbyAielman15

Pathfinder v1.0

The Ranger may actually be my favourite class because of its mesmerizing blend of warrior tropes, nature-themed abilities and pet (sub-)classes being my jam in every game I play. That being said, I find the DnD rendition of this iconic class an aimless and uninspired mishmash of dull features that never quite manage to differentiate it from other classes, thus resulting in the Ranger playstyle feeling like a mix of Fighter, Rogue and Druid, while never reaching the heights of any of those classes.
Things didn't improve with DnD 2024, which scrapped most of its unique features and replaced them with spell-like effects in an attempt to fix the quirkiness of the original class (which had, admittedly, a lot of features that never amounted to much because of how narrow and restrictive they were)

When I decided I'd finally play as a Ranger, I set out to create a homebrew class that would tick all my boxes and give it a unique identity of its own. From the combined efforts of a friend and myself, the Pathfinder was born.

The main feature distinguishing the Pathfinder from the Ranger is the inclusion of the pet right off the bat at 2nd level, now a part of the core class instead of being relegated to a single subclass: this was done as I felt the pet was THE defining feature that set the Ranger apart. The pet's capabilities were also expanded with 10 distinct stat blocks that should allow for much greater customizability than the generic "Beast of the Land/Sea/Sky" from DnD5e, which often feel as amorphous blobs with little thought given to the animal they're meant to represent.
From there, we focused on salvaging and enhancing its nature-themed features to further define the Pathfinder as an intrepid explorer and expert survivalist.

The class has not yet been playtested, but I will report back once I do and update the class accordingly.

PDF DOWNLOAD: https://mega.nz/file/WU8nHJoI#eii47dPmBNTYQrSC9IucIpdlX0IObzc1sI2e9emkW2M
HOMEBREWERY LINK: https://homebrewery.naturalcrit.com/share/3_tXaVnD67Lx

Or open the spoiler below to read the class directly from Lemmy (it may take a while to load): ::: spoiler spoiler :::

View original on lemmy.world
dndhomebrew·DnD HomebrewbyBananobanza

[feedback requested] Incorperating the Fiery Faith passive for the Barbarian Zealot

I am trying to translate the Fiery Faith passive from Vermintide 2 for a players Barbarian Zealot. As the passive states it should be a high risk high reward kind of thing.

The most simple 1-on-1 conversion imo would be:

"For each 1/4th (rounded down) missing from your max health you gain a +1 bonus to attacks."

Which sounds the most fitting and true to it's original intent, but it might be a tad too strong. Maybe a more hardset table of tresholds would be better; something like "at 30 health gain +1 to hit, at 15 health gain +2 to hit and at 5 health gain +1 to damage and +2 to hit".

Two other ideas came to mind:

  • As a bonus action, deal yourself 'x' damage to get a bonus on your next attack.
  • When getting attacked, forego your AC and take the hit. Take a dice closest to the amount of damage you took (rounded down) and add it to your next attack as bonus damage.

These could work in their own way, but I feel that they don't really hit the high risk high reward side that the original passive has: keeping your health as low as possible to deal as much as possible damage.

What do you guys think? Any advice to get it as close to the original passive but keeping it balanced? Or maybe a different idea? Would love to hear your thoughts!

P.s.: typed on phone, please excuse any typos!

View original on lemmy.world

Better Lingering Injuries in D&D

cross-posted from: https://aussie.zone/post/20627854

I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

So, I present reworked rules for lingering injuries that are more fun and make more sense.

Circumstances for sustaining a Lingering Injury

  • When a character is dropped to 0 hit points by a critical hit
  • When a character is stabilized or healed after failing two death saving throws
  • When a character is revived after dying

We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

Physical Damage

This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

d20Injury
1Lose an appendage.
2Break an appendage.
3-4Limp.
5-6Internal Injury
7-9Broken Rib
10-12Horrible Scar
13-15Festering Wound
16-20Minor Scar

Lose an appendage

Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Break an appendage

Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

Limp

Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Internal Injury

Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Broken Rib

This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

Horrible Scar

You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

Festering Wound

Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Scar

A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

Heat Damage

This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

d20Injury
1Lose an appendage.
2-3Severe Burns.
4-6Moderate Burns
7-9Minor Burns
10-12Temporary Blindness
13-15Dehydration
16-20Singed Hair

Lose an appendage

Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Severe Burns

You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Moderate Burns

You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Burns

You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

Temporary Blindness

The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

Dehydration

The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

Singed Hair

The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

Cold and Necrotic Damage

This table can be rolled on when cold or necrotic damage causes a lingering injury.

d20Injury
1Lose an appendage.
2-3Severe Frostbite or Necrosis.
4-6Moderate Frostbite or Necrosis
7-9Minor Frostbite or Necrosis
10-15Numbness
15-20Blue Lips

Lose an appendage

Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Severe Frostbite or Necrosis

You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Moderate Frostbite or Necrosis

You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Frostbite or Necrosis

You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

Numbness

The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

Blue Lips

The lack of blood circulation causes your lips to turn blue for the next hour.

Thunder Damage

This table can be rolled on when thunder damage causes a lingering injury.

d20Injury
1Deafness.
2-3Internal Injury.
4-6Concussion
7-9Temporary Deafness
10-15Ringing Headache
15-20Disoriented

Deafness

The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

Internal Injury

The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Concussion

The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Temporary Deafness

The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

Ringing Headache

For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

Disoriented

The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

Acid Damage

This table can be rolled on when acid damage causes a lingering injury.

d20Injury
1Blinded.
2-3Corroded Arms.
4-6Corroded Legs
7-9Corroded Armour
10-15Disfiguring Burns
15-20Smelly

Blinded

The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

Corroded Arms

Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Corroded Legs

Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Corroded Armour

If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

Disfiguring Burns

Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

Smelly

The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

Psychic Damage

This table can be rolled on when Psychic damage causes a lingering injury.

d20Injury
1Long Term Madness.
2-3Recurring Nightmares.
4-5Mental Lethargy
6-7Visual Hallucinations
8-9Short Term Madness
10-12Paranoia
13-16Headache
17-20Mirthfulness

Madness

Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

Recurring Nightmares

Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

Mental Lethargy

For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

Visual Hallucinations

For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

Short Term Madness

Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

Paranoia

For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

Headache

For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

Mirthfulness

For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

Appendix

Appendage Table

Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

d20Appendage
1-5Right Hand
6-10Left Hand
11-15Right Foot
16-20Left Foot
Better Lingering Injuries in D&Dhttps://extradimension.al/blog/better-lingering-injuries-in-d-d?ref=l2Open linkView original on aussie.zone

Black Feather Rogue

Hello lovely people! We are proud to announce the release of a new subclass for rogues: the Black Feather Rogue.

Drawing upon the forces of natural magic, the Black Feather blends roguish cunning with druidic transformation to yield a formidable spy and skirmisher. In their raven form they can dodge attacks, find a safe perch, or reposition to make a sneak attack.

Feedback, opinions, and suggestions are always welcome.

Black Feather Roguehttps://blackfeathergames.com/subclass/black-feather-rogue/Open linkView original on lemmy.world
dndhomebrew·DnD HomebrewbyAielman15

Occultist v1.0.5 - Revamped Warlock (DnD5e and DnD2024 compatible)

This is the finished version of my Occultist class, a revamped Warlock that's meant to refine and streamline the OG class.

The Warlock is my favourite class in the game, but its reliance on short rests to recharge spell slots and the pitiful amount of invocations known turn DnD’s most customizable class into a boring slog of “I cast Eldritch Blast” and “As my first invocations, I take Agonizing Blast and Devil’s Sight. Again”.
By adding the Patron’s expanded spell list (which goes up to 9th level) automatically to their spells known, gaining more invocations (10, compared to the OG Warlock’s 8) and rebalancing the invocations (including adding higher level Pact-exclusive invocations up to 14th level), the INT-based Occultist allows for much greater build variety, while retaining what made the original class so loved by many.

The 1.0 update includes four Pact Boons (Blade, Chain, Talisman, Tome), four subclasses (Archmage, Deep One, Greatwyrm, Undying) and 50+ Eldritch Invocations, including seven pact-exclusive invocations for each Pact Boon.

Read and/or download the PDF here
::: spoiler Or click the spoiler to read it in image form (it may take a bit to load) :::

If you like what I do and wish to support me, please consider visiting my Ko Fi page :) https://ko-fi.com/taverntalesdnd

View original on lemmy.world
dndhomebrew·DnD HomebrewbyAielman15

Magic-averse Staff - An weapon for people who have a strong distaste for the arcane

Text version:

Magic-averse Staff (Wondrous item)
Weapon (Quarterstaff), Rare (requires attunement)
This weapon, with its unassuming appearance, stands as a silent testament to resilience and serves as a steadfast companion for those who choose to tread less travelled paths.

  • Weightless. This weapon has the Light and Finesse property, as the wood it's carved from is very sturdy, but also unusually light.
  • Pierce Magic. Attacks made with this weapon bypass the Armor Class bonus derived from magical sources, such as magical armour or the Shield spell.
  • Arcane Scourge. If you hit a celestial, a fiend, or a creature that has the Spellcasting trait with this weapon, you roll one additional damage die.
  • Spell Breaker. A creature hit by this weapon has disadvantage on Constitution saving throws that it makes to maintain its concentration on a spell.
  • Fizzle Magic. The staff has three charges. While wielding this staff, you can expend one charge to cast Counterspell (only if you are one of the targets of the spell, or you are included in the area of effect of the spell) or two charges to cast Antimagic Field (no material components needed). Charisma is your spellcasting ability for these spells. The staff regains all charges daily at dusk.

Cursed. While attuned to this item, you cannot cast spells or be attuned to other magical items. If this curse is broken, the wood from which this quarterstaff is carved rots away, resulting in the destruction of the item.

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dndhomebrew·DnD HomebrewbyAielman15

Inspiration - Teamwork makes the dream work!

Text version:

Inspiration

When a friendly creature within 30 feet that is aware of you fails an attack roll, an ability check or a saving throw, you can Inspire that creature to make it reroll the die.

Limitations. (a) You can only Inspire another creature once per long rest; (b) If you give or receive Inspiration, you can't give or receive Inspiration again until the end of the current round.

Flavour is a welcome addition. When inspiring another creature, you are invited (but not required) to describe how you are doing it: for example, you may hype them up, warn them of an incoming danger, or throw a passing comment that may help them achieve success in a task.

No beggars allowed. Inspiration should feel genuine and come from the heart: this mechanic is meant to incentivize bonding and roleplay, not min-maxing. At the DM's discretion, you lose the ability to give and receive Inspiration until you finish a long rest if you ever explicitly refer to this mechanic, such as asking others to give you inspiration, or making a throwaway comment about it (for example: "Could you please give me inspiration on this roll?", "It would be cool if somebody could help me out on this roll", "Man, I feel really inspired right now", "Don't waste your Precision Attack on this roll, I'll just inspire you if you fail").


This mechanic is meant to replace the original inspiration. Instead of the DM awarding Inspiration to a player, it's the players themselves who help each other during hard times.

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dndhomebrew·DnD HomebrewbyAielman15

The Disciple v0.5 - Revamped Monk

In the past few months, I've been hard at working creating revamped versions of subpar classes for the original game: the Heroic Warrior (revamped fighter), the Highlander (revamped Barbarian), and this one's the Disciple, my revamped Monk.

As always, the purpose of my reworked classes is to make them more fun to play, giving more choices to the player both during the character creation process and in day-to-day play, and to raise their power level to a more acceptable standard, while also keeping as many of the core features as possible and not raising the bar of complexity.

Unfortunately, with DnD 2024 approaching I doubt that these classes will see much use, so unless I really need them for my weekly plays with my party, I doubt I'll keep working on them, as I think there's just not enough demand. For this reason, these classes are presented as-is, even if they are incomplete (the Disciple, for example, has perfectly functioning class features but no subclasses) for the folks who, like me, is considering sticking to 5e.

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online pdf reader): https://mega.nz/file/KY1H0BiI#Yf6DCCvjj-XzjY4nFMQCu1ay-NioKbhzC1eAikISTTs

View original on lemmy.world
dndhomebrew·DnD HomebrewbyAielman15

Highlander v0.5.1b - Revised Barbarian

Since DnD2024 is releasing soon and there's not much point in working on 5e classes anymore, I'm releasing everything I've created in the past few months, even if it's not finished.

The Highlander is my revision of the Barbarian. The revision aims at improving both the performance of the class (which, as most people know, was pretty much dead weight after lv~8) and the feeling during play (which means, having things to do other than raging and smashing stuff), while also keeping the core mechanics as close to the original source as possible, and without adding unnecessary complexity.

The class was meant to be played alongside my other homebrew classes, of which I've already released the Heroic Warrior (revamped Fighter). As you can clearly see, this homebrew is not finished: the class itself is functional, but there is only one subclass. I was planning on going back and adding new subclasses after I played a campaign as a Barbarian to get a general feel of how it plays, but I never got the chance and, with DnD2024 approaching, there's not much point anyway, as I don't think that people will play 5e classes anymore.

Having said that, I hope that you'll enjoy it. Feedback are always welcome, and I'm always curious to hear others' opinions on my design choices. Maybe one day I'll finish working on it!

PDF download/online reader: https://mega.nz/file/nIM2wKaQ#8mb9UbEGy908cSDe9CCyOdITa5HqVk_sMk0-NkvmdBU
Ko Fi: https://ko-fi.com/taverntalesdnd

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dndhomebrew·DnD HomebrewbyAielman15

Heroic Warrior v1.4.10 - Revamped Fighter

In the past few months, I have been working on revamped classes for DnD5e for personal use. This is my revamped Fighter, which I've played in a (still ongoing) campaign for the past few months and had a blast with.

Unfortunately, with DnD 2024 approaching, I see very little incentive in working on this still. I don't even think people will be interested in trying it with the new rules. I don't like DnD 2024 and the 2024 Fighter looks bland and boring to me, so I'll keep playing this one instead, but I don't see myself updating it further in the future unless I find a really broken combo that needs addressing.

Please, enjoy :)

Online reader and PDF download: https://mega.nz/file/6UVCFDxS#QFJOdoH2bqGX78fWGZ9JdrrsEYSu3JFRNKzyFcUTzFw
Ko Fi: https://ko-fi.com/taverntalesdnd

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dndhomebrew·DnD Homebrewbyericbomb

Magical items based around impacting luck, for good or bad!

So these items are "kind of" cursed, where instead of them just being "using these are a bad idea" they are "using these are risky" these are potential gifts from the God of Chance, entertainment, gambling, and risk.

Any suggestions on these, or any new ones you think I should add?

Orb of random dragon! - Throwing this orb as a bonus action to the ground summons a draconic spirit from another dimension, roll to choose the color. It may or may not be hostile to you. The dragon can return to their plane at any time and vanishes back if slain. Single use.

Double or nothing - A magical coin with an X on one side and a winking dragon on the other. On taking damage, as a reaction flip a coin. Heads you take double damage, tails you take no damage. Single use.

Mirrored coin - On breaking this coin as a bonus action you let out an aura of bad luck that lasts for one minute. You have disadvantage on all saving throws, and any saving throws you force another creature to make they also have disadvantage. Single use.

Amulet of bloody good luck - Before making a saving throw you can activate this amulet as a reaction and roll a d10 and add the result to your saving throw. You take 5 force damage ignoring temp HP * the amount rolled on the d10.

Push your luck - On failing a saving throw as a reaction you may roll again using this bracelet, if you fail again you suffer the normal consequences as well as getting 2 levels of exhaustion.

Staff of odds - This magical staff with a laughing jester atop it has a -2 to hit on any spells cast from it, but crit on a 20 or 19

Call to the unknown - A golden wired diamond ear piece. Expend a spell slot as an action while targeting a creature. A spell of that level + 1 is randomly cast targeting that creature. Concentration is held by the Call to the Unknown and must be destroyed to end the effects early.

All on black - A necklace of a roulette wheel. As a bonus action activate the necklace by spinning it and roll a d10. On evens instantly have the benefits of a long rest. On odds, fall to 0 hp and become cursed for 12 hours. While cursed this way you are stable, can not regain HP, and this curse can not be removed except for Wish or act of god.

Dressed to kill - This wispy reaper like cloak means you no longer roll death saving throws, but die if you hit 0 hp as you are whisked into the cloak. Creatures you reduce to 0 hp instantly die even if they would normally stabilize or have death saving throws, as the soul is instantly brought into the shroud. The creature can not go to a clone or be revived until freed from the cloak.

View original on lemmy.world

"Aren't there many unhappy couples, if cross species reproduction isn't very common?"

"Aren't there many unhappy couples, if cross species reproduction isn't very common?"

This question was posed tonight in my #ttrpg session. While I'm open to the concept in my homebrew, looking at for example base #dnd where we got Half-Orcs, Half-Elves and Half...-lings(?), I found the question very interesting and wanted to ask the wider community.

How do you fine folk handle to topic?

#pathfinder #osr #nsr #dnd5e

@dndhomebrew
@[email protected]
@[email protected]
@askgamemasters
@worldbuilding
@ttrpgs

View original on mastodon.social

Consort's Playable Dragons

By me~

https://docs.google.com/document/d/1eFc2qQTY9P3ym9fyMNYHC_mIogpt9kNrOdm5n_yj1cs/edit#heading=h.6xjrgcowqrbb

This is a large homebrew that has the primary goal of allowing you to play as actual true dragons in a DnD setting without being unfairly overpowered.

To accomplish this...

A) I've included some guidance on how to better balance high level content

B) I've designed eight dragon-only classes, which are equivalent in power to the existing bard and wizard classes.

C) I've re-introduced a simple mechanic that allows martial characters to function much more effectively in combat; Flat Damage Reduction.

D) I've playtested it and refined it constantly for months

Also it contains a few new feats and spells that are suitable for use by humanoid characters! Complete with my personal guarantee that all of this stuff is at least as well-balanced as basic 5th edition DnD.

View original on yiffit.net
dndhomebrew·DnD HomebrewbyAdvent

Advent's Amazing Advice: The Night Before Wintermas, A Holiday One-Shot fully prepped and ready to go!

I hope everyone is having a Fantastic December! With the Holidays in full swing, I wanted to give everyone here a present, by doing all the prep work for a fantastic Holiday One-Shot for you! Then, in turn, you can gift that experience to your players! And what better gift is there for players who have been so good, than an opportunity to let loose and be evil for a change! Yes, that's right, The Night before Wintermas is specifically designed for Level 5 Evil/Neutral aligned players.

Thanks to the creative mind of jmanc, you'll bring your players to The Town of Frosthold and join a morally bankrupt Toy and Tabacco company to put an end to Santa's charitable operations by Infiltrating his workshop and dealing with the problem for good!

Experience holiday music to fit every scene, face your favorite Christmas Characters...in a battle to the death, earn unique magic items to help you take on the fat man, and live vicariously through your newly evil characters! This is a One-Shot you won't want to miss!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes including links to music tracks for ambiance and fights
  • Special PDF for the encounter. This includes the enemy stat block organized neatly along with an initiative tracker and a spot to mark HP
  • An Alternate encounter PDF for Frosty and The Snowmen *(Updated 2023)
  • Custom Maps for Santa's Grotto
  • Custom Boss Fight Music
  • Handouts for the Scrolls of Haste and Invisibility
  • A Preview PDF of Flee Mortals

Other One Shots, Adventures, and Campaigns:

I hope you enjoy this as much as I did! If you have any advice on how I can improve my notes further, please let me know either here or leave a comment on the Google doc itself! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!

Cheers,

Advent

View original on ttrpg.network
dndhomebrew·DnD HomebrewbyAdvent

Advent's Amazing Advice: Grammy's Country Apple Pie, A perfect One-Shot for kids and adults alike fully prepped and ready to go!

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

We're back at it again with another Level 1+ One-Shot, this time by the amazing Jennifer Adcock! Grammy's Country Apple Pie is the perfect One-Shot to run for a group of kids who are looking to just have some fun. They can go in the hard way and try to fight everything or they can try to practice those bard-like skills and converse their way through the challenges!

In Grammy's Country Apple Pie, a wizard named Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires your group to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.

Parents and Teachers can oftentimes be even busier than the rest of us and with this Fully Prepped One-Shot I hope I can help get families together and bring new generations of players to the table!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and a spot to mark HP
  • Custom Maps of Grammy's Bakery

Other One Shots, Adventures, and Campaigns:

If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

View original on ttrpg.network
dndhomebrew·DnD HomebrewbyAdvent

Advent's Amazing Advice: The Haunt, A Halloween-Themed One-Shot fully prepped and ready to go!

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

It's October, the month of Halloween, so of course I had to prep a spine-chilling One-Shot! The Haunt is one of the highest-rated 5th-Level Horror-Themed One-Shots around by Phil Beckwith. In it, your players will have to survive, solve puzzles, and uncover the mysteries of Montarthas Manor.

In ages past, an ancient town was lost and destroyed by a siege of orcs. Only one building survived and to this day, the manor is the only still standing building to be seen for miles around. Some say it is haunted, a few whisper of great treasures within, whilst others whisper that it is the manor itself that lives! No one knows for sure, only that a great evil haunts its halls. Do you dare enter Montarthas Manor?!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes, including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and a spot to mark HP
  • Handout for The Scroll of Invisibility
  • Custom Maps (Credits: just_2_clarify, Before the Lore, Anonymous, PogS_3)

Index:

Other One Shots, Adventures, and Campaigns:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,
Advent

View original on ttrpg.network
dndhomebrew·DnD HomebrewbyTakeoWolfe

Samurai V2.0 re-classes of sokoku vol.1

drive link

the samurai is a versatile martial class that channels the mystical arts of their ancestors.

please give feedback.

currently I'm thinking of restricting the uses of stances to one minute and a number of activations equal to 1/4 level rounded up, let me know what you think? and if you have any ideas for subclasses let me know?

and I'm sorry for not holding up to my commitment to writing the articles I promised. I will work on them but I got caught up in planning for the game I'm running and helping a friend with a project and reviving my classes of sokoku (a series of classes I made for a rokugan game some time ago)

View original on lemmy.world
dndhomebrew·DnD HomebrewbyAdvent

Advent's Amazing Advice: Phandelver and Below: The Shattered Obelisk, A Campaign Fully Prepped and ready to go! (Part 1 Cragmaw Hideout)

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

Phandelver and Below: The Shattered Obelisk stems from The Lost Mine of Phandelver a classic and beloved starter set that many new DMs run. Even with this being the most recent release it still has an issue, the same as with many others...it doesn't describe the best way to transform the book's contents into an actual session. The Book-to-session conversion can be difficult between figuring out when things should happen, understanding motivations, and even organizing encounters.

Well, fortunately for you, 99% of that work is done! Only a few things are really left:

  • Read the book, I know surprising, but It can be extremely confusing when you don't know where everything leads to.
  • Consider the needs of your group. As you've heard or are about to hear a million times, every table is different. If you plan on combining this with a campaign, you'll have to make tweaks here and there.
  • These notes aren't meant to be the end-all-be-all. Tweak to your heart's content, and don't consider any of what's written to be set in stone. For me having notes like this helps give me the confidence to go off the rails and follow along with what my players want. It helps me understand where things were meant to go and why. Having that understanding allows me to guide the players and create other new and interesting stories. These are all things that will come with experience, though, so don't freak out and enjoy the journey!

Advent's Notes: I was surprised with how few changes were made in the book considering how long this adventure has been around and all the wonderful things the community has come up with, I was even more surprised when they started adding more monsters to Cragmaw Cave. It's already pretty rough in there and with the additional creatures, it's almost assured there's going to be a TPK. I've kept most of the fights the way they were with only a few minor adjustments, the most important changes are just subtle nods to the Psi Goblins that will be encountered later on.

Without further ado:

Included in The AAA Collection are:

  • A Word document with all my notes, including links to music tracks for ambiance and fights
  • Special PDFs for all the encounters. This includes all the enemies' stat blocks organized neatly, along with an initiative tracker and a spot to mark HP.
  • An additional PDF with Sildars stats should he join the party as an ally
  • Custom maps of Cragmaw Hideout. I enlarged and printed this out for my players as a battle map!

Index:

Other One Shots, Adventures, and Campaigns:

As always, If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

View original on ttrpg.network
dndhomebrew·DnD HomebrewbyTakeoWolfe

Scaling stat blocks [taking requests]

drive link

the parenthesis are areas to write in with pencil.

this one is a proof of concept that I drew up really quickly for my group, I'll run it by them and make revisions. but I'd like to have plenty of stat blocks in this format and maybe you would too, like a scaling brown bear for a moon druid. so let me know what monsters I should stat like this and I'll release them in a beta state to collect feedback before finalizing them for you.

thanks!

View original on lemmy.world