/r/UnearthedArcana

Photograph via snooOG

A subreddit for D&D 5e and One D&D homebrew. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search.

A subreddit for D&D 5e and One D&D homebrew. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search.

r/UnearthedArcana aims to be a catalogue of homebrew rules for the fifth edition of Dungeons & Dragons (D&D 5e) and the forthcoming One D&D, including weapons, monsters, races, subclasses & classes, adventures, etc.

We want this to be the place where a DM can go just before playing and find something that will be useful.


Rules

  1. Be Constructive and Civil. Be respectful of other users. Be constructive in how you give and take feedback. This can only lead to a better community, and ultimately, better brews. Don’t give rude, belittling feedback, and don't use harmful words.

Posts/comments that promote rape, real-world hate/violence, or other inappropriate themes will be removed.

Please report any violations to the moderation team. Repeat or extreme offenders will be banned.

  • Post Only Complete/Usable 5e Compatible Content You Made Yourself. It need not be perfect or balanced, but you must post homebrew that is usable as-is in a 5e game. Imagery alone is not content outside of a Resource (one of our flair types).

  • For help with not-yet-complete content, use The Arcana Forge post at the top of the subreddit or our partner Discord. Certain content can be posted with only the earlier stages complete as long as it's usable (i.e., at least levels 1-5 for classes, levels 1-13 for subclasses).

  • Use Clear and Searchable Titles. Users need to be able to easily browse and search for content. Give your post a title that clearly communicates what's inside it. Include the name of the content (e.g. the name of the subclass you’re submitting).

  • Don’t use distracting formatting (all-caps, ascii art, custom “tags”, etc.), and avoid overly long or redundant titles.

    Don't advertise other content (Kickstarters, Patreon, Giveaways) in your title.

    See r/UnearthedArcana/wiki/titles for details on what makes a title bad or good.

  • Apply the Appropriate Flair to Your Submission. When you submit a post, apply a flair to it to categorize what type of homebrew you’ve made. See our wiki page for details on what each flair type covers, how to choose a flair, and why we have this rule.

  • Cite All Content and Art. Any content (text, images, etc.) must be cited. See r/UnearthedArcana/wiki/art to learn why and how. The citation must be in any image, link, and document you post (not in a comment/title). It must state the name of the creator/artist or the owner (e.g., SEGA for Sonic). Don't cite a host (like Pinterest) or a game (like Minecraft). Even content in the public domain or art you made must be cited, since the moderators can't know the source in advance.

  • Also see: Acceptable AI Use rule.

  • Keep It Free and Easily Accessible. Content you post must be free and easy to access. If you link to an external website to share your brew, it can’t be behind a cumbersome interface or series of pages, or a video. Pay-what-you-want is allowed only if $0 is an option. If your link requires logging in and/or navigating a store, you must provide a preview that meets all subreddit rules (including being complete and usable).

  • Suspicious or shortened links (don't use link shorteners) will be removed.

    Also see: Acceptable AI Use rule.

  • Don’t Flood the Subreddit With Brews. To help keep the subreddit fresh and organized, please note that after you make a post: [1] you must wait 24 hours before you do so again, [2] you must wait 4 days before making a post that uses the same flair as that post, and [3] if you want to post an updated version, you must wait 7 days before doing so.

  • Deleted/removed posts do not count against this rule.

  • Acceptable AI Use. Do not use Artificial Intelligence (AI) to make homebrew content. All homebrew, from concepts to drafts to final wording, must be created by a human.

  • If you use AI to generate art, you must state the AI tool(s) used in the same was as citing an artist/owner in the Cite All Content and Art rule (e.g., "Images created with Midjourney"). If you are promoting a paid product in a comment, link, or post, that product and your post must not use AI anywhere.

  • Post Maps Only If They Have Runnable Content. We aren’t a subreddit for posting maps. Look at other subreddits, such as r/battlemaps and the like, if you want to simply post a map. However, maps are permitted when they are accompanied by enough detail to easily be used to run a short adventure or are accompanied by enough narrative detail.


  • Resources

    Brewer's Supplies — Resources you can use to create or style homebrew

    Discord — The official UnearthedArcana partner Discord. For quick questions and chatting about homebrew and D&D stuff.

    Curated List — An extensive and ever-growing list of homebrew curated by the team.

    Monthly Top 10 — A list of popular brews updated automatically each month

    FAQ — Questions that pop up a lot and our responses


    Related Subreddits

    /r/UnearthedArcana

    282,536 Subscribers

    0

    Hello

    Hello all I'm looking for the one who made the sliver stats in DND if anyone can point me in the right direction it would be greatly appreciated

    1 Comment
    2024/03/27
    23:42 UTC

    19

    Boltergeist | The Goblin Coach

    4 Comments
    2024/03/27
    23:22 UTC

    13

    Terrify Your Players By Dragging Them With the Tormented

    0 Comments
    2024/03/27
    22:51 UTC

    10

    Scramble Wave - A chaotically mean cantrip from Version 9.0 of the Dream Shifter

    8 Comments
    2024/03/27
    21:15 UTC

    3

    Monk Subclass: Way Of Stature [Revised]

    Monks of the way of Stature lend themselves to not letting books be judged by their covers. Not much is known about the fables of monks who can go unseen by manipulating their own size. Some speculate that it's only legend, others say that they’ve witnessed a humanoid crawl into the maw of great beasts only for the beast to tear open from the inside out. What we do know is that the journey to enlightenment is within oneself, and would that journey be much easier if oneself was a lot smaller.

    Miniature Stature: Starting when you choose this tradition at 3rd level, you learn to manipulate your stature making yourself smaller yet formidable. Once between rests and only lasting for 1 hour, you may reduce your size. If you are smaller than large you become small, and if you are small you become tiny, along with anything you are wearing.

    • Often Overlooked: while your size is reduced this way, add a roll of your Martial Arts Die when making a Dexterity (Stealth) check.
    • Lost In A Crowd: You may attempt to Hide as a bonus action.

    The Bigger They Are, The Harder They Fall: Also starting at 3rd level, you’ve learned to Harness your Flurry Of Blows capitalizing on the difference in stature between you and your enemies. Once per turn when you hit a creature with an attack granted by your Flurry Of Blows, add an additional Martial Arts Die to damage for each size larger than your own.

    Example: If you are small then a medium sized creature counts as 1 size larger, add 1 additional Martial Arts Die, a large creature counts as 2 sizes larger, add 2 additional Martial Arts Die etc. etc.

    Microaggressions: Starting at 6th level, Mastery of one's size has become second nature to you, easily weaving through your enemies making them lose their edge. When moving through a hostile enemy's square you do not provoke attacks of opportunity.

    • Invoke Nimbleness: As a reaction, when you are hit with either a melee weapon attack or a spell touch attack you may spend 1 ki point and roll your martial arts die to add that number to your total AC, until the start of your next turn. Potentially making them miss.

    Advanced Shrinkage: At 11th level, you've improved upon the harmonies of the meek. You can use your Miniature Stature feature twice, regaining all expenses used when you finish a short or long rest.

    Diminutive Assault: Beginning at 11th level, your experience in combat and meditating on past challenging opponents have broadened your horizons… So to speak. You benefit from The Bigger They Are, The Harder They Fall feature on both attacks granted from your Flurry Of Blows, not just once a turn anymore.

    • Consumed Acceptance: Costing half your movement speed, you may climb inside a creature. Granted they are at least 3 sizes larger than you and have an orifice of some kind. On the start of the creature's turn they must make a constitution saving throw against, (8 + your wisdom modifier + proficiency bonus), on a successful save you get regurgitated up to 5 feet away from the creature falling prone then taking A Martial Arts Die worth of Acid Damage. On a failed save nothing happens.
    • Internalized Struggle: By spending 3 Ki Points and as a part of your Action you can attempt to grapple a creature much larger than yourself, using Dexterity (Acrobatics) Instead of Strength. Both you and the Grappled creature have a move speed of 0, and at the start of your turn you must spend an additional 2 KI Points to sustain the Grappled Condition. You can use this feature even if you’re not inside the creature.

    Enigmatic Microcosm: At 17th level, channeling your well spring of stature manipulation and place in the universe, some might say both of them being minute and trivial. As an action you shrink yourself into such a tiny speck that you tear open space and time itself. All creatures within a 10 foot radius centered on yourself must make a dexterity saving throw against (8 + your wisdom modifier + proficiency bonus), on a failed save they are banished to a pocket dimension. A liminal state of being, unable to feel, see, or hear. They take 10D10 force damage and are returned to the same square they left after 10 rounds and are knocked prone. On a successful save, they take half as much damage and are banished for 5 rounds and return back to the square they left. You also struggle to materialize, going even further beyond the confines of your own vessel and return after 1 round with a successful constitution saving throw DC 18 and are tiny until you rest. On a failed save you suffer 1 point of exhaustion, become large and return after 2 rounds.

    6 Comments
    2024/03/27
    21:03 UTC

    3

    Dointers Potions and Poison [5e] (Repost with better organization) (WIP)

    1 Comment
    2024/03/27
    20:02 UTC

    16

    Hagling (CR2 Fey)

    2 Comments
    2024/03/27
    15:04 UTC

    3

    D&D5e spell rework, Elemental Weapon

    Fusing the original D&D5e Elemental Weapon spell with Flame Blade, while taking inspiration from Shadow Blade.

    Do you think this is balanced?
    If not, why? Can you give an example?

    Please give constructive feedback, thanks in advance ^_^

    2nd-level Evocation

    Casting time: 1 BA
    Range: Self
    Components: V, S, M
    Duration: Up to 1 minute / Concentration, up to 10 minutes

    You evoke a Weapon of solidified elemental energy in your free hand. The Weapon lasts until the spell ends. It counts as a simple melee weapon with which you're proficient. If you let go of the Weapon, it disappears, but you can evoke it again as a BA. The Weapon sheds bring-light in a 10ft-radius and dim-light for an additional 10ft.

    Choose a damage type from acid, cold, fire, and lightning, which are associated with d6s. Alternatively, you can choose thunder damage, which is associated with d4s. On a hit, the Weapon deals damage of the chosen type equal to three rolls of its associated damage die (3d6, or 3d4).

    At higher levels: When you cast this spell using a 3rd- or 4th-level spell-slot, the damage increases by one damage die (4d6, or 4d4). When you cast it using a 5th- or 6th-level spell-slot, the damage increases instead by two damage dice (5d6, or 5d4). When you cast it using a spell-slot of 7th-level or higher, the damage increases instead by three damage dice (6d6, or 6d4).

    1 Comment
    2024/03/27
    14:57 UTC

    1

    Bladesinger Revision

    Hi guys!

    This is my first time homebrewing something. I've always felt that it was a shame that the Bladesinger didn't lean more into Charisma, and I've always wanted to experiment with splitting their scaling between just Intelligence and Charisma than force them into splitting between three stats. I'm considering allowing this variant in all of my future games. Could I get feedback on balance?

    Thanks!

    The subclass can be found here: https://homebrewery.naturalcrit.com/share/fIdhPN0W2j_u

    2 Comments
    2024/03/27
    06:32 UTC

    11

    Human Variant for 5e D&D

    This is a variant to the RAW human that I made with surprising success among my players, and I simply wanted to share it with the D&D community. Let me know what you think!

    Humans are pioneers dreaming of glory and riches. Their short lifespans give them a constant need to make a name for themselves before they die. Every king, lord, and peasant is always trying to prove their worth and leave their name in history.

    Racial Traits

    Ability Score Increase. Your Charisma score increases by 1, and one other ability score increases by 2. (I still use the original ASI rules, but you are free to ignore this and use the new one)

    Age. Humans reach adulthood in their late teens and live less than a century.

    Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

    Speed. Your base walking speed is 30 feet.

    Human Versatility. You have proficiency in one skill, one Artisan’s Tool, and one weapon of your choice.

    Pioneer. When you make an ability check, saving throw, or attack roll, you may add 1d4 to the roll. Once you use this feature, you can't use it again until you finish a long rest.

    Human Spirit. You have advantage on saving throws against being frightened.

    Languages. You speak, read, and write Common and one other language of your choice.

    17 Comments
    2024/03/27
    06:22 UTC

    6

    Path of the Pirate Hunter: A Barbarian subclass inspired by Roronoa Zoro from One Piece

    1 Comment
    2024/03/26
    22:49 UTC

    29

    Storm Sorcery Rework.

    3 Comments
    2024/03/26
    22:18 UTC

    44

    Gabriel, Judge of Hell (v2)

    Wagwan troops,

    The 2nd version of Gabriel from my current hyperfication; Ultrakill, now.with legendary actions.

    Designed to be a hard hitting, fast moving, "kill him quick" solo boss fight, he is capable of teleportong around, blasting characters, all the while demoralising his foes via mockery.

    I have made my best attempt to translate his fight from the video game to dnd, and would recommend (after playtesting) a roughly level 7 party of 4 to take him on.

    Any thoughts or feedback is greatly appreciated as is the ushe, peace

    -Mr Ver

    https://homebrewery.naturalcrit.com/share/JRGXwEsduwhs

    9 Comments
    2024/03/26
    21:59 UTC

    1

    11th level Ranger Subclass features?

    Working on a homebrew Ranger, Concoction/Scavenger subclass. Thoughts on balancing an 11th level feature that lets you swap sell slots for potions…..

    **11th Level - Hunters Carafe - you’ve crafted or commandeered a jug or other hand held receptacle. Over (hour during?) a long rest, you can focus on the jug. At the end of the long rest the jug becomes a magic item only you can, immediately, choose to be attuned to.

    While attuned; Once (2 X?) per day, While the jug is on your person, you can spend 10 mins *concentrating on the jug(?), (as an action?) and expend a Ranger spell slot to cause the jug to fill with a potion of your choice. ?If there’s a potion in the jug, and you expend a spell slot to create a new Potion, it replaces the old one.?

        * SLOT.              *RARITY
       (2nd?)3rd          Common
        (3rd?)4th.       Uncommon 
        (4th?) 5th.             Rare
            5th(?).        (?)Very Rare 
    2 Comments
    2024/03/26
    19:33 UTC

    3

    Weapon that channels Kinetic Energy

    My player asked me for a magic weapon that channels kinetic energy to empower strikes with a mechanics like this:

    Whenever this weapon hits, the weapon stores some of the strength of the attack, gaining 1 charge, up to a maximum of 5. The weapon does not gain charges if you used a charge during the attack. When you make an attack roll with this weapon, you can expend up to 3 charges to strengthen the attack by releasing some of the kinetic energy. The weapon deals an additional d6 of the weapon’s damage type for each of the charges spent. At the end of a Long Rest the weapon loses all its charges, as the energy stored fades if you don’t release it for a certain amount of time.

    I was thinking it was a bit too strong so I made a different version (he is playing Champion fighter + Barbarian so there are more chances he scores critical hits):

    When you score a critical hit with this magic weapon, it gains one charge, up to a maximum of 4. While this weapon has any number of charges, attack rolls made with it deal extra 1d6 damage for each charge it has. If you don't make any attack roll with the weapon for 1 minute, all charges vanish.

    Do you have any suggestion on this mechanics? I like the idea but I find it kinda difficult to balance.

    13 Comments
    2024/03/26
    18:52 UTC

    8

    Critique my Homebrew Ruleset?

    There are some House Rules that I’ve adopted for an upcoming Eberron campaign. Some of these relate specifically to character creation, while others are for in-game. These rules will be used to reflect a high action, pulp adventure sort of feel. I’m a pretty easy going GM who likes giving players fun options and allow for moments that make players feel awesome. The prophecy points pool was lifted from the FFG Star Wars RPG.

    • Flexible Racial Attributes. When you select a species with attribute bonuses, you can apply these bonuses to any attribute rather than those described. You cannot apply two sets of bonuses to the same attribute. As described in the alternative ruleset, found in Tasha's.

    • Burgeoning Heroes. You will start at Level one. Each character begins the game with 5 extra hit points at first level, one starting feat, and a 32 point buy for attributes at character creation.

    • Hero’s Journey. Every fourth level in a single class, you gain a +2 ability score increase and a feat.

    • Devasting Critical Hits. Creatures double all damage on a critical hit. (Roll normal damage dice and bonuses, calculate total, then double that amount). This applies to both player characters and NPC’s.

    • Sundered Shields. When a character wearing a non-magical shield is hit by a melee weapon attack, they can choose to have their shield destroyed and take no damage from the attack. Using this on an enemy critical hit halves the damage.

    • Potion Guzzling. You may use a health potion as a bonus action and roll the dice to get the health bonus or you may use a it as a standard action and receive the maximum amount of hp it can provide. All other potions provide their effect when used as a bonus action.

    • Dizzying Strikes. I have elected to remove the “stunned” status effect, and replaced it with the “dazed” status. Instead of losing your entire action in a round while dazed, you instead pick one action: a standard action, a move action, or a bonus action. You may only take that one action while dazed.

    • Clever Adventurer. Intelligence as an attribute is, woefully, unrewarding in how little it governs adjacent statistics compared to the advantages of investing others, such as Wisdom (passive perception), Dexterity (AC, Attack), and Constitution (HP), making it only advantageous for classes that use it as a casting attribute (Wizard and Artificer). To add some more interesting choices, investing in Intelligence will now unlock access to more tools, languages, and skills. On character creation or characteristic improvement, you may take either an additional tool or language per one modifier point, and/or an additional skill per two modifier points. For example, you have created a character with a 15 intelligence (+3 modifier). You may either select any combination of three tools or languages you are now proficient in, or you may gain proficiency in one new skill and one tool or language.

    • Prophecy Points. Instead of individual inspiration points, the group collectively accumulates inspiration through their connection with the Draconic Prophecy. This shared pool, represented as Eberron tokens (white) and Khyber tokens (black), allows any player, including the GM, to use them during their turn for narrative moments and bold actions. At the start of each session, each player rolls one Prophecy Dice (white and black circles) to determine the starting accumulated pool.

    Players can use an Eberron token at any time to:

    • Gain advantage on an attack roll, skill check, or save. This does not stack with any advantages already being applied, but may be used to turn a roll at disadvantage into a straight roll.

    • Retroactively add mundane equipment or items relevant to the scene, such as identification papers, rope with a grappling hook, or a small amount of rations.

    • Introduce a beneficial story detail, like knowing a local contact or having limited access to a restricted resource.

    • Apply a narrative bonus to a failed check or attack roll, causing a beneficial environmental effect or applying disadvantage to an opponent.

    Conversely, Khyber tokens may be used by the GM to:

    • Impose disadvantage on a player’s attack roll, skill check, or save with a narrative element. This does not stack with any disadvantages already being applied, but may be used to turn a player’s roll with advantage into a straight roll (this will not remove the rogue’s Sneak Attack ability, which typically predicates on rolling with advantage).

    • Introduce a sudden narrative drawback, such as a hazardous environmental effect or unexpected enemy reinforcements.

    When a Prophecy token has been used, it flips to the other side and may later be utilized by the designated user (player or GM). Neither players nor the GM can flip over Prophecy tokens just utilized in the same turn or action. Regular use of this system is encouraged to capture the pulp-action tone of the game and reflect the world's rapidly changing fortunes. This is a significant change to the standard Inspiration system and has not been playtested in the 5e ruleset; if this turns out to not be fun or balanced, it will be removed.

    All core classes and subclasses, including the alternate rulesets and spell lists from Tasha's Cauldron, are open for selection. Additionally, all Eberron-canon species are available (including goblinoids!), though beware that some, like tieflings, drow, and dragonborn, are considered exotic and may require additional narrative considerations.

    In addition to the standard classes, you have the exciting options of the Illrigger, Beastheart, and Talent classes by MCDM, as well as the Pugilist class by Benjamin Huffman, and all the Eberron-specific subclasses from Morgrave Miscellany by Keith Baker. Sources can be made available for these, though additional reading will be required. Please note that, although these can't be found on DnD Beyond and will require a custom character sheet, I'll be here to guide you through their inclusion. The only restriction I have is the Silvery Barbs cantrip, which will not be available for spell selection.

    3 Comments
    2024/03/26
    18:30 UTC

    Back To Top