/r/DnDHomebrew
r/DnDHomebrew covers all your needs for homebrew D&D Content. Do you want unique options for your games? Do you feel limited by the official ones? If so, this sub is for you.
Welcome to /r/DnDHomebrew! Do you like Tabletop RPGs? Do you like your imagination? We can help you with that.
This community is for Homebrewing in D&D for all versions. Although the focus will be on D&D, please feel free to incorporate ideas from other games in your homebrews. There's no wrong answer in homebrewing as long as you can make something fit and make it fun!
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/r/DnDHomebrew
These are intended to be compatible with both the 2014 PHB Monk and the latest UA (8) Monk.
I used a Warlock casting EB+Agonizing Blast+Hex as baseline to balance the damage of these subclasses and they should be slightly higher in damage.
Some flavor text is missing, especially in the Way of the Storm, but I wanted to see what you guys think about the features before diving in the flavor.
Tried to keep the text as close to that of official content as possible, but I'm open to suggestions on how to improve that.
I also tried to bring the 'captstones' to 11th level instead of 17th level, since most people don't play at such high levels.
Although I did take Multiclassing into account when designing these features, I did not let it get in the way of an idea that I liked.
Hope you guys enjoy
Long story short; I could use some help coming up with a d8 worth of negative consequences for my wild magic barbarian.
Long story long; our party reached a door that needed some sort of poison to open but we had no poison. But I did have a water skin full of coagulated blood from one of our dead companions from our 1st session. I asked if I could rub my water skin blood to open the door and my DM agreed but only if I took a d8 of poison damage every time I raged as that is how I raged up to that point. I thought it was pretty epic so I agreed. Now I have collected the jelly from a cyclops eyeball and I can use that to rage and instead of taking poison damage I just have to roll on the negative wild magic table. Any ideas or help would be great. Thank you all.
Hey Everyone,
I'm trying my hand at making monsters. How is this for mechanics/balance? Any tips or all good?
I wanted the challenge rating to be 1/4 so the druid can use it at level 3.
In my campaigns I have a rule where if an attack matches the AC of the target the damage dealt is halved. So if a player gets a total of 18 for an attack against a monster that has 18 AC it deals half damage. Just wanted to know what reddit thought
I've been thinking up a concept for an optional Class Feature that replaces spellcasting with non-magical actions that accomplish similar things to what is seen in a typical ranger spell list (e.g. Alarm, Ensnaring Strike, Fog Cloud), with it's own dedicated list of these cribbed spells turned batman-gadgets. I would tie this to a mechanic similar to Combat Superiority or Sorcery Points, where another resource is spent in lieu of spell slots. The point of doing this is creating a non-caster with the ranger abilities, like the UA non-magical ranger but if it leaned into artificer instead of fighter.
I want to explore the idea of these new resources being exchangeable with levels of exhaustion, much like spell slots and sorcery points. I feel like exhaustion is a mechanic that gets overlooked a lot and the ranger is the right class to pull some shenanigans around it.
What are some potential pitfalls of this idea I should watch out for? Any feedback on the general premise?
Some issues I've run into is balancing the number of "spell slots" against the nerfs to the spells I imposed for logical reasons (like lowering the range and area of entangle, cause it's just a guy throwing a net, not explosive druidic magic)
Due to story reasons, the swarm of a Ratfolk (reflavoured Tabaxi) Swarmkeeper Ranger 11 / Phantom Rogue 7 will be getting its own magic item, which can be an attunement item. I said that the item could be shared with the PC if that made sense, and the party has funds - and is in a location - sufficient to possibly get a Very Rare, but definitely a Rare item to this end.
I am not certain myself what items would be best FOR this, so was hoping the hive mind had some fun ideas as I doubt the designers of the swarmkeeper took this into account when making it :)
I am running this game with my friends and they just reached lvl 12 and I'm looking for monsters so they can go against (I don't mind homebrew monsters) if you have any please suggest, thnx in advance.
I tried my best to add "Amellwind's Guide to Monster Hunting", "Monster Hunter Monster Manual", and "Players's Guide to Monster Hunting" in 5etools, but I'm too much of a noob to understand what I'm doing wrong. Is there someone who could add the contents of those in there?
Thanks in advance!
Does anyone have experience with campaigns that have very limited Magic? I'm working on making a grimdark eldritch horror/crusader ish type world. The idea is for the encounters and world to become more dark and horrifying as they progress. BUT, I want magic to be a lot more limited. Kinda of like where it's more of an occult thing, magic users are shunned and it's very much not understood well, and it certain areas you would be killed on sight. I have an idea on how to still give the party access to magic (it ties into the story) but given how tired into DnD it is I'm struggling to really implement limitations on the availability of it without overhauling 5e completely. Maybe I'm overthinking it and it's more simple than I'm making it?
Does anyone have experience with campaigns that have very limited Magic? I'm working on making a grimdark eldritch horror/crusader ish type world. The idea is for the encounters and world to become more dark and horrifying as they progress. BUT, I want magic to be a lot more limited. Kinda of like where it's more of an occult thing, magic users are shunned and it's very much not understood well, and it certain areas you would be killed on sight. I have an idea on how to still give the party access to magic (it ties into the story) but given how tired into DnD it is I'm struggling to really implement limitations on the availability of it without overhauling 5e completely. Maybe I'm overthinking it and it's more simple than I'm making it?
So I've been trying to make a new weapon recently that was said to be used by Bhaal, the God of Murder, before and during his lifetime as being a god.
Basically, it's a dagger that does 1d8 Piercing damage + 1d6 Necrotic damage and heals the wielder by half of the damage dealt to an enemy. After dealing damage to an enemy and healing, the wielder must roll a Constitution saving roll. The roll is to determine whether or not the character succumbs to the endless bloodlust of Bhaal. After failing the roll, the character goes into a state of bloodlust. During bloodlust, the character receives all the same traits as a Barbarian rage BUT they also have advantage on Dexterity and Dexterity saving throws, are also resistant to psychic damage, and are unable to differentiate friend from foe. Every turn during the bloodlust, the player can make a Constitution saving throw to resist the effects and snap back to reality. After doing so, they gain the Exhaustion condition.
I REALLY need help determining whether this is balanced or not and how to fix it. Thank you for taking the time to read this and have a nice day!
so i'm trying to make a homebrew race for a sci-fi campaign, i'm making a more advanced warforge that's more similar to an android. however i'm unsure how many feats the main race should have and how many the subrace should have.
currently the main has 6 feats. 3 from warforge, dark vision and 2 feats that have no combat use and are only for utility. any advice on homebrew race creation would be helpful, especially with the amount of feats each part of a race should have and what i should do for balance it.
I’m making a rogue subclass called the Keymaster that at 3rd level is bestowed a weapon from their god but am unsure what it could be. I’ve already thought of a ‘keyblade’ but am thinking more of a smaller finesse and light weapon. Any ideas?
One of my players wants to play a Mermaid, I found this race online and tweaked it to fit my take on them in my world and gave it some lore. Looking for feedback to see if it balanced, mostly on the landwalker transformation feature, but all critiques are welcome.
Here’s a link to the wiki fandom that explains awakening.
https://the-world-after-the-fall.fandom.com/wiki/Awakening
The main thing is that those who have made it to the fourth stage of awakening create a “Unique World” which is basically like domain expansion from jujutsu kaisen. How would I go about this?
Hey, I dont know if this is the right place, if it isn't then I'd appreciate directions to a good sub reddit.
I'm a Dm that's looking for opinions on my idea for a campaign. The basic setting and premise is that it takes place on a recently discovered continent, and the party is the lead unit of a expedition to claim a portion of the continent. The general details are that it is a semi low fantasy setting, and that it will use several outside sources: primarily the following supplements: Grit and Glory, Several Nord Game supplements, various Kobold Press supplements, and the Monster manual Expansions 1, 2, and 3 by Dragonix.
There are some goals for the campaign, currently I've only got the main ones. There are 3 main goals for the campaign, and later on I'll come up with a variety of sub goals.
I plan on making the decisions of the party to make impacts on the overall story, like say they don't secure a main source of Iron, later on in the story the cost of metal weapons and other items will increase or that the quality of the items will be worse off.
The Three Monkey Veil
Wondrous item, rare
Requires attunement.
This veil is woven from the silk threads of the three mythical drider monkey sisters: Esme, Belora, and Thaline. The sacred ritual—often mistaken for a dance—reenacts the tragic fate of the sisters, each embodying one of the ancient maxims: hear no evil, speak no evil, see no evil. The veil's first movement deafens a foe, mirroring Thaline's curse to never hear the world's suffering again. The second reflects Belora's battle scars where her eyes clawed off in melee with the Shore Eater. The ritual culminates in a devastating explosion, representing of Esme's final act. Unable to tolerate the evil before her, she spat fire, immolating the world around her in a hellish blaze.
The veil has 10 charges and regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the veil is destroyed.
This is a third draft of an item I posted on DMacademy and I was hoping for some criticism to help me make it better! The first goal of this magic item is to make the players charge up a powerful, but telegraphed ritual during combat to unleash a very devastating effect; like Naruto doing the prerequisite moves for the rasengan. The second goal is to offer a trade off; players can either benefit from the versatility of their spell list, or they can cast the slightly less optimal spells form the item to get a powerful payoff later. I wanted to create a dilemma of the sunken cost fallacy; does the player cast Darkness to get a huge pay off next turn? or do they just cast hypnotic pattern this turn for the optimal play?
I chose the three spells for the following reasons. I want the opener to be some sort of instant pay off so the item doesn't feel too bad. I chose Thunder Wave because it makes a loud noise and I didn't want players preemptively charging the ritual in secret for an insane opener to a fight. I also chose it because it is a range of self and it creates drama; you have to be near enemies to get value out of it which makes the spell a bit more compromising for spell casters. Finally I chose Darkness because it is concentration and will dispel any current concentration spells you were already casting. It’s a situational spell that players need to be creative to get full value out of.
I am looking for alternative spell choices for the ritual sequence and possible themes for the items flavor. For the theme, I was thinking maybe something around the three monkeys [hear no evil, speak no evil, see no evil] or something related to a dance ritual? The three monkeys thing is just temporary for now until I find a flavor I like. I am also looking for general feedback as to how it can be improved or any criticisms you might have.
“In combat, when a player rolls a natural 20 on an attack roll, they may roll an additional d20 to determine the epicness of their critical hit. The result of this second roll adds a narrative flair to the attack, with higher rolls resulting in more spectacular and memorable outcomes.
Conversely, when a player rolls a natural 1 on an attack roll, they also roll an additional d20 to determine the comedic or dramatic nature of their critical miss.
A player may choose to forego this ruling and instead narrate their critical hit or miss as they wish.