/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.
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/r/DnDHomebrew
So I got to thinking when I was camping one day irl, what if there was a magic item for this? So I drew this item up, nothing special but it would be handy for campers or an adventuring party. Let me know if there's anything that could be exploited, or you would add. This is intended to be a roleplay/worldbuilding item, I intend for the "inventor" of these to be a millionaire in my campaign as well as the item itself being convenient. They'd be sold in stores all over the realm, a staple of adventuring kits.
Camp kitchen/ Bag of Cooking:
A small bag of holding at max capacity, it contains:
A small metal box that heats to cooking temps when a command is spoken, pots and pans, a kettle, plates and bowls, silverware, cups and a tea/coffee pot.
I am running a game with very few magic items that i make up for by giving the characters custom powers tied to their backstories. The warlock gets her power from hellfire so i wanted to give her an ability that deals damage with a chance of hurting herself or allies to show that she is trying to hold onto control of this wild force. The party is about to turn level 10 tHere is what i have so far:
Hellfire Smite
Upon hitting a creature with a melee attack, the wielder can choose to deal up to 5D8 of hellfire damage to the target creature. Immediately after dealing this damage the wielder must make a DC 20 charisma saving throw dealing 5 points of hellfire damage to all creatures in a 10 foot radius centered on the wielder on a failed save. every 5 points below the DC the wielder rolls increases the damage by 5 points. The DC increases by 2 for every d8 after 1D8 the wielder chooses to deal in damage. The wielder can use this feature a number of times equal to their proficiency modifier per short rest.
I'm worried this might be too complicated. I also wonder if the damage is enough to make the ability feel dangerous to the user. I would really appreciate any suggestions
Has anyone made or could point me out to a homebrew using the Heavy flail weapon from B2.
In case we need to refresh your memory.
(The confusing parts of this statblock will be explained in a comment, btw)
Small Construct/Fiend (demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 28 (5d6 + 10)
Speed 35ft
Roll Initiative! +4
STR 12 (+1) DEX 19 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 22 (+6)
Saving Throws Dex
Skills Intimidation +**[(Cha+ prof)x2]** (Expertise)
Damage Resistances poison
Damage Immunities Fire, Acid
Senses Passive Perception 12
Languages Abyssal (can Scream “mommy” in any language)
Challenge (??)
Proficiency Bonus (+??)
Constructed Resilience. The burnchild has advantage on saving throws against being poisoned, does not need to eat, drink, or breathe, and is immune to disease. It is also immune to sleep, and magic can’t put it to sleep.
Retrieval. If the burnchild is slain, then its remains teleport to a dumping ground in one of Neciphorous’ numerous workshops on the surgeon’s cove so that the body may be repaired and infused with another petitioner’s soul. The burnchild’s original soul then returns to the River Styx and washes ashore on The Abyss as a Manes.
Self-preservation. When reduced to ¼ its maximum hit points or less, the burnchild will disengage and flee. Triggering this counts as slaying the creature for purposes of awarding EXP.
Acid Sac. When reduced to 0 hit points or less, the burnchild’s internal acid sac bursts, forcing all creatures within 5ft of it to make a DC [8+Con+Prof] Dexterity saving throw. A creature takes 16 (4d8) acid damage on a failed save, or half as much on a successful one.
Running Leap. If the burnchild moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, it can choose to start climbing that creature. [what should the mechanics of climbing someone be? Should the mechanics for grappling be implemented?]
Spider climb. The burnchild can climb up both creatures of size medium or larger and difficult surfaces, such as upside down or on ceilings, without needing to make an ability check.
GET IT OFF ME! The burnchild is able to use its movement to occupy the same space as a creature it is climbing.
Nonmagic Fear Aura. When the burnchild is on fire, all non-allied creatures within 20ft of it that are aware of it must attempt a DC [8+Cha+Prof] wisdom saving throw, even if it is immune to magical fear effects, becoming frightened for 1 minute on a failure. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the burnchild’s fear aura for the next 24 hours unless the burnchild starts climbing it. A creature that is resistant to fire damage has advantage on this save, and creatures wholly immune to fire are wholly immune to this effect. Any creature the burnchild is climbing has disadvantage on this save.
Oops. Any ranged attack targeting a burnchild that is currently climbing the creature will, if the attack misses, instead hit the climbed creature if the roll would’ve met that target’s AC.
Multiattack. The burnchild makes two claw attacks.
Claw. Melee Weapon Attack: +[dex + prof] to hit, reach 5 ft., one creature. Hit: 19 (1d8 + 4) slashing damage. If the Burnchild is currently on fire, add 3(1d6) fire damage as well. This attack has advantage against a target the burnchild is currently climbing.
Spew. (Recharge 5-6). The burnchild spits acid in a 15ft cone in front of it. Each creature in that area must make a DC [8+Con+Prof] Dex save, taking 22 (5d8) acid damage on a failure, or half as much on a success. If the burnchild is climbing a creature, it also has the option to use an alternate version of this ability that solely targets the creature being climbed. In this case, the target instead takes automatic max damage (40), and must succeed on a DC [8+Con+prof] Constitution save or become blinded until the next time it receives healing magic. the burnchild must have been climbing the target for at least one round for every size category above Small the target is in order to use this version.
Scream. The burnchild screams for its mommy like a terrified child. Every enemy creature within 60ft of the burnchild that has an Int score of 5 or higher must make a DC [8+Cha+Prof] Wisdom saving throw, taking 8 (1d4+6) psychic damage on a failure or half as much on a success. A creature currently frightened as a result of the burnchild’s fear aura has disadvantage on this save.
Ignite. The burnchild immediately bursts into flames. All its melee attacks now deal an additional 1d6 fire damage, and all creatures within 5ft of the burnchild that target it with a melee attack take 1d6 fire damage each time they do so (a creature attacking the burnchild with a natural weapon or unarmed strike does not need to be within 5ft of it to trigger this). If the burnchild is climbing a creature, that creature also takes another 1d6 fire damage at the start of each of the creature’s turns for as long as the burnchild remains lit. The Burnchild is freely able to douse its flames again with a bonus action.
DND 5e item idea:
Canned Laughter
A simple tin can, with a colorful polka-dotted label that reads "Clown Brown's Canned Laughter, open for a coupl'a chuckles!"
If opened using a can opener or a knife, it is empty inside, all except a singular disembodied voice that speaks "ha ha." in a dry and mocking tone. If opened in this manner, the item is destroyed.
If you speak the words "Want to hear a joke?" The can will detonate after 5 seconds, dealing 6d6 Psychic damage in a 15ft radius around the can. Booming laughter can be heard for up to 30 feet, but outside of the 15ft radius, no damage will be dealt.
Within the 30ft radius, all sentient creatures must pass a DC 16 Wisdom saving throw. On a failure, that creature will burst into laughter as if they had heard a joke that would be deemed incredibly funny to them specifically, and are incapacitated for 1 round.
Ive got a session coming up that I shouldve been doing more legwork for beforehand, but oh well. The campaign is centered around a dungeon with differently themed floors, the second of which is the "Hall of Echoes" an abandoned mansion themed floor with old sconces, haunted armor, paintings with eyes that move, the whole shebang. But I NEED traps. These are 4th level chracters so they cant be impossible to spot, but they shouldn't do only 1 damage either. I would like to make the traps match the theme of the floor, but I am really drawing a blank here. Any ideas are super appreciated!
The Gritwalker glides across the desert, leaving a slimy trail of sand and mud, capturing unwary adventurers and absorbing their essence. They say that at night his groan can be heard in the dunes, an eternal lament of those who were lost and now walk forever with him.
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Hello everybody, I'm currently creating my own Cyberpunk Rulebook with D&D as base rules. While I'm pretty far in, I still need some tools to finish my work and wanted to ask the Hivemind if you have some cool ideas or experiences for this:
I am really happy for every helping answer. If there is a different subreddit to ask this, feel free to redirect me there!
I am looking for feedback for this homebrew class. I have never DM'd before so please if you have experience let me know! I would love for anyone to try it out in a campaign and let me know how well it functions, if you'd make any revisions, really any feedback! (Edit: The link to the class is below)
Alternatively, enjoy if you just want to use it!
(Edit: This class comes with 6 subclasses, so please try any and all that you'd like)
The class was meant to address a few issues I have with some of the stuff in 5e- not major ones, just small stuff:
(Credit to the Homebrewery as the tool for putting these pages together)
I created this cantrip with inspiration from Eldritch Blast and the Soulknife’s Psychic Blades, but wanted a different flavor/utility to it. I feel like it is probably a bit overturned or does a bit too much. I’d love some feedback or suggestions on how I could modify it before further playtesting.
I started making this before i even realized that weapon masteries were coming to 5.5e, so the system is completely different. I really could use some feedback, as i am trying to implement this into my own games, so all feedback is greatly appreciated! (Please do point out spelling mistakes as well! im a heavy dyslexic, so those slip in a lot)