/r/DnDHomebrew

Photograph via snooOG

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!

Use this subreddit to:

Post Requirements

  1. Posts must relate to homebrew material. If you are asking for advice on a character build or sharing general ideas on the game itself, your post will be removed and you will be redirected to the most appropriate sub.
  2. Content for any edition is allowed. Please be sure to note which addition your homebrew is for with flair directly after you post.

Rules

  1. Please tag your posts to show what edition of D&D your homebrew is based in, or if it is system agnostic. NOTE: If your post does not have any content to review or balance, and is for discussion, ideas, or looking for content, please flair it as a request. This is the one exception made for Rule 5.
  2. Do not post paywalled content. All content posted must be viewable in browser in its entirety. Links to paywalled posts on other sites are not allowed. Links to pay-what-you-want support sites (Patreon, Kofi) are allowed in comments or hyperlinked in the content itself, but not as the primary link in a post.
  3. All content posted here must be appropriately and prominently cited on the post itself (not in the comments). If you did not create the content, cite the source of it and give credit where it is due. This includes art, ideas, mechanics, templates, etc.
  4. All posts must be primarily about homebrew content. A post's primary purpose should not be to advertise kickstarters, patreons, merchandise, etc. This does not mean links to those websites are not allowed, but the actual free content must always come first and foremost. Maps alone do not constitute homebrew content. As such they must have usable homebrew content attached to be posted here. Think if you were to remove the map from the post, would the post get removed?
  5. All posts must be usable in a game of Dungeons and Dragons. It doesn't have to be perfect or balanced, but it does have to be fleshed out out enough to drop into a game. If you found the content here, it doesn't need to be submitted again unless a major revision has been made. The post itself needs to be fleshed out. This means that the description of a piece of homebrew content has to be on the post itself, and not in the comments. Do not post more than once per 24 hours.
  6. Avoid down-voting to express your disagreements. Comment and share your opinions instead. Provide useful feedback in order for the material to improve, criticism without constructive focus is of no use to anyone. Don't feed the trolls.
  7. All submissions to /r/DnDHomebrew must be free of NSFW images. Mature themes may be allowed, but should be marked as NSFW and should be approached in a mature and responsible manner. If you're looking for explicit/lewd/graphic content, this is NOT the place.
  8. Requests are to be used for posts looking for a specific type of homebrew content or posts with incomplete/missing stat blocks for their content. If there are stats missing from your content, it should be faired as a Request. Content that has completed stats should be marked according to their edition, even if those stats are subject to change or alterations.

Resources and Guides

Having trouble getting started? Take a look at the FAQ

Homebrewery - styling your homebrew without graphics programs

GM Binder - create and manage your favorite tabletop RPG documents

If you have any additional resources or guides you'd like to see here, send a message to the moderators. We'd love to provide more tools that can help you produce quality content!



Disclaimer: The mods reserve the right to review and remove any posts they do not deem fitting for this sub. Posts are typically reviewed within 24-48 hours of posting.

/r/DnDHomebrew

228,413 Subscribers

1

Class Feature as Item Effect. Discussion

An item homebrewed for our Shadow Monk so they can cast the Darkness spell and still see in it.

Eye Patch of Seeing
- Your Dexterity score increases by 2, as does your maximum for that score. 
- You gain the Eldritch Invocation Devil’s Sight 

Does it make sense to add a class feature as an item effect, bypassing the need for having the required stats to multiclass? I guess in this case it could be seen as adding the feat Eldritch Adept that basically does the same thing.

Br The salty warlock

0 Comments
2024/12/02
08:20 UTC

1

I need spooky cowboys

In need of ghost cowboys for my dnd campaign and in need of help

1 Comment
2024/12/02
07:22 UTC

1

I been working on making decently balanced guns for a campaign how's this feel for a gatling gun (im still very new to homebrewing please be gentle)

Gatling Gun

 

Weapon Type: Ranged Weapon (Special)

Range: 15-120 feet

Ammunition: Bullets (DM’s discretion on availability/cost).

Weight: 50 lbs. (Heavy, two-handed)

 

Special Rules:

  1. Firing Mechanic:

• When you fire the gatling gun, roll 1d4 to determine the number of shots fired.

Roll 1d20 for each shot to determine if it passes AC, this applies to missed shots as well

• For each successful shot, roll 1d4 for damage. This damage is piercing.

(For example, if you roll a 3 on the d4, roll 3d4 for damage.)

  1. Overheating:

• After firing the weapon, roll a d20. On a roll of 5 or lower, the weapon overheats and cannot be used until it cools down (takes 1 action to cool).

  1. Misfire:

• On a natural 1 for the attack roll, the weapon misfires. It jams and takes an action to unjam. If you try to fire while jammed, the weapon breaks and requires a full day to repair (Tinker’s tools or Artificer’s tools required).

  1. Scatter Effect:

• The gatling gun has a 5-foot scatter radius. If somethings behind your target, half the missed shots are split among said somethings (check your fire) (DM’s discretion).

Leveling:

  • Lvl 3 | Weapon Usable | 1d4 shots, each shot deals 1d4 piercing

  • Lvl 5 | Dex Adds Shots | Add Dex Mod to number of shots fired (d4 + Dex Mod)

  • Lvl 9 | Add Proficiency Bonus to each damage dice if user hasn't moved| All Missed shots are distributed

  • Lvl 13 | Close Range buff | Add Dex Mod to shots damage against targets within 30 ft.

  • Lvl 17 | Overdrive Mode | Use d10 for number of shots hit | overheat becomes 10 or lower

Damage Chart

Level | Target Average Damage | Target Max Damage | AoE Average

3-4 | 6 | 16 | 3

5-7 | 16 | 32 | 5

8 | 45 | 64 | 6.5

9 | 45 | 64 | 13

13 | 68 | 96 | 21

17 | 81 | 112 | 25

1 Comment
2024/12/02
05:29 UTC

2

DnD5e: Monk: Way of the Sun Soul REVAMP PART 2!

2 Years ago, I made a post https://www.reddit.com/r/DnDHomebrew/comments/1385djz/dnd_5e_monk_way_of_the_sun_soul_buffrevamp/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button where I tweaked way of the sun soul. However, I was never fully happy with it, so for the past 2 years I have been revisiting the concept, playtesting it in my current 1-20 dnd game all the way to level 17, and intaking and accounting for new information that came in the 2024 PHB. So, I now present to you, my semi-final variation of the new and improved, PLAYABLE Sun Soul Monk.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of radiance.

You gain a new attack option that you can use with your unarmed strikes. This special attack is a ranged spell attack with a range of 30 ft. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is radiant, and its damage die is equal to your Martial Arts die. Every time the Martial Arts die increases, the range of this special attack increases by 10 feet, to a maximum of 60 feet.

Whenever you would be able to make an unarmed strike, you may instead use this special attack, and you may choose to deal radiant damage with your unarmed strikes instead of bludgeoning damage.

Prominence Burst: once per turn when you hit an enemy with an unarmed strike, monk weapon or radiant sun bolt, you may spend one Ki point to cause it to explode with solar prominence. The target creature and any hostile creature within 5 feet of it take additional damage equal to one roll of your martial arts die plus your wisdom modifier.

 

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Once per turn, you may spend 2 ki points to replace one of your attacks on the attack action with a burst of radiant energy in either a 30 foot cone or 60 foot line that is 5 feet wide. Each creature in the area must make a dexterity saving throw, taking 3 rolls of your martial arts die plus your wisdom modifier on a failed save, or half as much on a success.

 

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you spend 3 ki points to create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. The energy spreads around corners.

 

Each creature in that 20-foot-radius sphere must succeed on a dexterity saving throw or take 10d6 radiant damage. On a successful save, the creature instead takes half damage.

 

Burning Soul

At 17th level, your mastery of the blazing ki within awakens you to a new level of power. As an action at the cost of 5 ki points, your body undergoes a transformation causing you to become wreathed in a magical, luminous aura, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. This transformation lasts for ten minutes and ends early if you are incapacitated or die. During its use, you gain the following effects:

·        You have a flying speed equal to your walking speed and can hover.

·        Your Prominence Burst, Searing Arc Strike and Searing Sunburst each cost one less ki point to use.

·        You gain a +2 bonus to your AC  

To go over some of the changes and my reasoning:

Level 3: For the range going higher with level, my reasoning was that because this is a ranged spell attack, and thus limiting with the monk's martial arts (you can't use stunning strike, can't grapple, melee is ultimately monk's strength) and 60ft maximum range is meh for in dnd5e, especially when things like 300 ft eldritch blast exist, AND range is much less strong in the 2024 PHB, I decided to adjust radiant sun bolt to gain range by 10 feet every time the martial arts die increases. During playtesting, I noticed the extended range being very useful in fights where melee becomes dangerous, but it was not a significant power boost (and weaker significantly overall compared to melee.) I found myself using melee attacks and mixing in searing arc strike far more often than using RSB. Adding prominence burst to level 3 felt much better, without feeling overpowered or too strong, especially with the reality that ki/focus points can do so much now but are still ultimately limited. (Level 17 makes this much stronger.)

Level 6: Ascendant dragon, but adjusted to be more proportional to level 6, and actually a worthy feature as opposed to dragon monk. Removed arc deflection, as it felt cluttered and became redundant with the revamped deflect attacks in the 2024 PHB.

Level 11: Almost the same as my previous post, but it is now locked to 3 ki/focus points but buffed slightly on damage. I found that before, it was too close to searing arc strike's damage average at the same level, and the extra 2d6 felt stronger (and now has a significant reason to use in some instances over arc strike) without being too over the top. Also, ties in with level 17.

Level 17: removed the ongoing ki cost in favor of something closer to astral self. Also found that having the cost of ki/focus abilities for the subclass reduced while transformed felt much stronger (and it is technically, as it increases your nova potential) and more tied together with the rest of the subclass, as opposed to a flat once per turn damage bonus. That is technically still here (prominence burst) except it's application is more limited now, and you can use it from level 3, only it costs resources (until here LOL.) I toyed around with making the ki cost 4 points instead of 5 as that seems to be the new level 17 standard for monk, but decided to err on the side of caution. What do you guys think?

0 Comments
2024/12/02
03:28 UTC

5

Need help with picking class that feels like nine sols

So I just picked up nine sols and I really the like the idea of a samurai that uses paper talismans. I really want to play this as kinda a half castor. Focuses more on swordplay with light use of paper seal talismans

4 Comments
2024/12/02
02:32 UTC

1

The Summoner Series by Taran Matharu

I am creating a campaign based in the universe created by Taran Matharu's summoner series to be ran virtually with a few friends in Discord. Is there any website that you can create and maintain custom character sheets with edits for homebrew?

My idea is to treat summoner not as a class or a race, but just add to a character sheet sections for fulfillment level (from a roll for the fulfillmeter at Vocans), current and total mana (based on intelligence and mana pool from bonded demons), known glyphs for spells, and bonded demons with some stats (hp, mana pool, ac, etc.)

I want to scrap how spells work in 5e, allowing players to find and learn glyphs for the different summoner series spells and using a mana point system to cast spells (more mana points to strengthen spells or shape them).

0 Comments
2024/12/02
00:05 UTC

1

The Enchanted lineage 5e

5e species THE ENCHANTED.

Movement 30ft Size Medium Skills Arcana Increase 3 ability scores by 1

Like sorcerers The Enchanted are people who have been touched by the weave in a unique way to them. People of any background can become Enchanted though it is very rare.

1st level PULLED STRINGS.

Summon up energy from The Weave to cast any Cantrip.

(make a DC 10 Arcana check to attempt the casting of an unknown cantrip upon a failure you can't use this until a long rest)

3rd level ARCANA DISPLACEMENT.

Once per long rest

As a Bonus action mimic any 1st level spell you've seen within 24 hours; Alternatively make a DC 15 Arcana check to cast any cantrip as a bonus action

5th level WEAVING CONNECTIONS.

Chose two schools from Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation

Once per long rest you can cast any 2nd level spell of that school with no class restrictions.

0 Comments
2024/12/01
19:54 UTC

9

Demon Lord of Ghouls and Ressurection

Nepa is the Demon Lord of Ghouls and Resurrection. She is designed to provide a potent challenge to characters of level 17 and higher. Notably, unlike normal demons lords, she actually likes clerics and paladins quite a bit. This fondness stems from her domain creating a new ghoul under her control every time a creature - regardless of distance or plane of existence - is resurrected.

0 Comments
2024/12/01
18:49 UTC

0

The Schemer Warlock - Become the protege of a legendary thief who transcended their mortality through sheer trickery and cunning.

0 Comments
2024/12/01
18:07 UTC

1

So I successfully combined two book series into a DND campaign and made working "character sheets" like in a video game

PATH OF ASCENSION TOWER OF POWER SERIES

these books are littpg style books based heavily on progression through magic/sword fighting with a heavy influence on crafting and other "jobs" The "world" you play in is actually an entire universe run by 3 factions (path series) and there's a man/god above them all that is trying to get an army together to fight a galactic scale war (tower series) Giving the players an early and late game goal/campaign.

Each player starts with a weapon of their choice, an elemental alignment tower series), And a starting talent (path series) Goals: hit lvl 50 and take the 7 steps (almost die but save yourself) this gives a permanent bonus to willpower.

Almost every action grants a point towards your proficiency with that action giving different buffs (both books) Durability is a major part of the game. Healing cooldowns and over spending mana makes you sick (both books) The enemies are generally stronger than you at any given level and give XP accordingly. Lower lvl enemies won't give much of anything for XP (both books) Both spells and skills run off mana (both books) so each player must worry about their willpower and either int or discipline (both books) Skills/spells are rare drops from rifts (path series)

So, technically you can do anything, from crafting, exploring, research, man for hire, medicine, anything! Main story includes a few options. Join the path of Ascention Join a guild Join a vassal kingdom within one of the 3 great powers Go out on your own And then at lvl 50 you get the choice to join the man/God if you completed the 7 steps along the way

Long story short. I wanted to make a video game based on these two books but I am no game maker. However, I made an Excel file that is almost automatic and I think i need help making it more refined and user friendly. If you think you'd like to help/look at it then lmk if love to hear comments/criticism

Also, if this campaign idea continues to do well for my family and I then I may host online sessions.

VERY MUCH HOMEBREW THERE ARE ALMOST NO TRADITIONAL DND MECHANICS.

https://docs.google.com/spreadsheets/d/1zSmvlEiAUwg9uPxbqZqq7rEH0aBV488w2fk0-XrKVMA/edit?usp=drivesdk

0 Comments
2024/12/01
18:06 UTC

5

Help with naming a henchman

Hey everyone, I am working on making an NPC that could work for really any big bad, adding a bit of comic relief to boss fights and potentially giving advice to players. The only problem is that I am bad at naming things and characters, so any ideas for a name?

edit to clarify: it has been made known to me that a description could probably help in naming so here it is:

The henchman is a hunched over pale figure, not really intimidating or all that determined even. He stays with his job and tries to survive because teh severance package includes a one way ticket to the river styx, however if he believes he could get away with slightly giving the party an edge to fight his boss he would try his hardest. He knows the in‘s and out’s of his boss’ lair. He has by now become good at his menial tasks , from feeding the experiments, dangerous pets, and prisoners of his boss to cleaning up after the bodies of those who try to stop the boss.

hope this helps :)

29 Comments
2024/12/01
15:50 UTC

29

Haunted Effigy

1 Comment
2024/12/01
15:47 UTC

3

update to the castle that moved- the walls don't break

0 Comments
2024/12/01
15:40 UTC

1

Magical Appliances | Not to be left unattended with sorcerous apprentices | dArtagnanDnD Patreon

1 Comment
2024/12/01
15:31 UTC

4

Bard of the First Flame - A 5e 2024 subclass for a Stone Age campaign

1 Comment
2024/12/01
14:36 UTC

1

Is there such a thing as a low level lich?

As the title suggest, everything I read about Lich's it says they are some of the most powerful spellcasters.

I am running lost mines of phandelver. I want to change the final villain, Nezznar the Black Spider, from a drow to a Lich, as it will build into my homebrew campaign there after. But he needs to be at a level challenging for 3 5th levels.

Does a lower level Lich make sense?

9 Comments
2024/12/01
05:43 UTC

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