/r/UnearthedArcana
A subreddit for D&D 5e homebrew. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search.
r/UnearthedArcana is a subreddit for 5th-edition Dungeons & Dragons homebrew (fan-made creations), a go-to place on the internet to find great additions to for your game or get valuable feedback on your own creations!
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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).
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/r/UnearthedArcana
Hey guys! I've been working on this homebrew. I'd love your feedback. Check it out. Right now, it's just the class. I also have a Race, Prestige Class, Subclasses for every normal D&D class and a Magic Item that deals with symbiotes.
Just something I had in my head for a while let me know if something doesn’t make sense, unbalanced or otherwise.
I don’t know how to make the fancy documents yet, if just a text doc is not allowed feel free to delete.
If you want to use it in a game just let me know how it plays I’m curious.
https://docs.google.com/document/d/1qIy9awUBfrjmsNlGfcvWd4vxNoRV9tnUAEaikwZHi-8/edit
https://homebrewery.naturalcrit.com/share/1_pe2TH5Dcae
Here is my take on the Magus from the chinese novel Warlock from the Magus World.
I tried to make it balanced since, in the novel, a rank 9 Magus would be stronger than all gods in their home universe (not just plane).
I was wondering if anyone has made a subclass for Barbarian, Fighter, or Rogue, where you get a companion who will fight with you (like the Drakewarden Ranger, or Beast Master Ranger, or Battle Smith Artificer), that steadily becomes stronger as you level up. I enjoy playing with an animal companion of some kind, but I don't really enjoy the resource management of playing a magic caster class (outside of Paladin or Warlock, because they can fall back on combat easily), and I was just curious if anyone has made, or come across, one that isn't horribly overpowered. I tried my hand at making one, but in play testing it I realized that it was horribly underpowered (I basically gutted the magic out of a Drakewarden Ranger).
I was curious if anyone out there could assist me when it comes to how the Brawler subclass of Fighter interacts with the Unarmed Fighting Style that you can take at level 1 of Fighter.
Do things from Brawler overwrite the stuff from Unarmed Fighting or do they merge and take the best of both aspects?
Please and thank you for any help.
I should clarify I'm talking about the Brawler subclass from Valda's Spire of Secrets!
Hi all, I thought it might be fun to have sets of magic items that once belonged to famous heroes or perhaps are gifted by the gods. I'd love your thoughts on how you might go about this.
Here is my first attempt.
Haldiers Halberd
This halberd is of sturdy construction and looks old but well cared for
Weapon (halberd), unique (requires attunement by a lawful good creature)
This halberd gains +1 to hit and damage for each artifact you're attuned to with Haldier in their name.
When the halberd is held in two hands if you have at least 1 temporary hit-point you count as being under the effect of a Shield of Faith spell (+2AC)
The halberd grants a number of castings of Branding Smite equal to the number of artifacts you're attuned to with Haldier in their name which refresh each day at dawn. The save DC for these spells is equal to 11 plus the number of artifacts you're attuned to with Haldier in their name.
Haldiers Helm
This guardsmen's helm is unadorned and isn't of a fashionable design but it appears sturdy and well kept
Armour (helmet), unique (requires attunement by a lawful good creature)
This Helmet grants the wearer truesight out to a distance of 5ft multiplied by the number of artifacts you're attuned to with Haldier in their name.
If you are attuned to two or more items with Haldier in their name then you have advantage on any saves to end the charmed condition.
If you are attuned to three or more items with Haldier in their name then you have advantage on any saves to end the frightened condition.
Haldiers Hauberk
This heavily worn hauberk bears to the marks of many repairs but is well oiled and of a sturdy if not old fashioned design
Armour (chain shirt), unique (requires attunement by a lawful good creature)
This chain shirt provides an additional +1AC for each artifact you're attuned to with Haldier in its name.
Whenever you attack a creature with a melee attack that is within 5ft of one of your allies you and your ally both gain temporary hit-points equal to three multiplied by the number of artifacts you're attuned to with Haldier in their name.
Haldiers Huaraches
These cheap looking boots have very thin soles but are comfortable and keep your feat surprisingly dry even in the worst downpours.
Armour (boots and greaves), unique (requires attunement by a lawful good creature)
Whilst wearing Haldiers Huaraches you cannot be moved, teleported or planeshifted against your will.
If you are attuned to two or more items with Haldier in their name then you are immune to the prone condition and have advantage on any checks to break down doors.
If you are attuned to three or more items with Haldier in their name then you cannot be grappled against your will and have advantage on saves to end the restrained condition.
Haldiers Horn
This simple horn whilst worn and aged is still fit for it purpose
Wondrous item (Horn) unique (requires attunement by a lawful good creature)
Whilst attuned to this horn you can cause your voice to boom up to three times as loud as normal.
As an action you can blow the horn causing one of the following effect for each creature that can hear you.
- they are no longer frighted and cannot be frighted for the next 10 minutes
- they are no longer charmed and cannot be charmed for the next 10 minutes
- they can use their reaction to make a single weapon attack
- they must succeed on a Wisdom save, with a save DC equal to 11 plus the number of artifacts you're attuned to with Haldier in their name, or be frighted of you until the start of your next turn.
You may use this ability a number of times equal to the number of artifacts you're attuned to with Haldier in their name which refresh each day at dawn. .
Haldiers Hallmark
This small copper badge bears the insignier of the first guardsmen
Wondrous item (Badge) unique (requires attunement by a lawful good creature)
Whilst attuned to this badge you may show it to any lawful good guardsmen and they will be charmed by you.
Any instances where an artifact of Haldier would grant you advantage to end a condition instead grants you immunity to that condition.
Whilst attuned to this badge you may attune to any two of Haldiers artifacts for each of your attunement slots.
i like to play rangers, but the standard longbow feels a bit redundant and kind of boring. i’m looking for something with a bit more character? still a longbow but something different?
any suggestions? anything exist to satisfy my curiosity?
TL;DR: Any weapon you are proficient with gains the thrown property and returns to your hand after you attack with it. You may mark enemies you hit with thrown attacks, and rip the marks for extra damage.
Wondrous item (tattoo), uncommon (requires attunement)
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Psychic Lasher. While attuned to this item, any melee weapon you are proficient with has the thrown property for you. Its normal range is 30 feet and its long range is 60 feet. If it already had the thrown property, its normal range increases by 30 feet and its long range increases by 60 feet.
Immediately after you make a ranged attack with a thrown weapon, it returns to your hand.
Spectral Chains. When you make a thrown attack while attuned to this item, you can choose to attach a spectral chain to the weapon you are throwing. If that attack hits, the target receives one spectral mark, and the spectral chain that you attached to the weapon now connects the target with you.
The chain stretches or shrinks with the distance between you and the marked target, but it is not visible beyond 30 feet of you. The spectral mark lasts one minute and then disappears, but if any other spectral mark is applied to the target before that time expires, all of the spectral marks on that target refresh their time left to one minute.
Spiritual Tear. At the end of your turn, you can psychically yank on all the spectral chains that have not disappeared yet. The chains are ripped out of their targets, which take 1d4+1 force damage for each spectral mark they still had on them. The chains then fly to you and disappear.
Hello! After many months (and way past Halloween), I wanted to submit my latest revision for the Vampire class I've been working on for the last two years! This version has two major updates: the creation of Evolution "trees" as a grouping for the multiple Blood Features so you can more easily create the vampire you're envisioning (with the Title specific ones being next to their subclass,) and
The newest subclass, the Ghoulish, a glass cannon type build with a mixture of Monk/Barbarian abilities to really tear through your opponents.
Please leave any and all feedback here! I am really proud of this, and I want it to be the best it can be!
In addition, while on hiatus, there is also a BG3 mod based on this work! Credit for u/Yoesph for creating that and working with me!
Wonderous Item, Uncommon
Forged by the renowned transmuter Marcellus during his exploration of the chaotic Abyss, the Attack Dice was crafted to embody the unpredictability of battle. It has changed hands numerous times, often sought after by adventurers who yearn for both fortune and folly in their confrontations.
Random Effect Activation: As an action, you can throw this six-sided die at a target. Roll a d6 to determine the effect that occurs, as follows: 1. The target heals for 1d10 hit points. 2. The target becomes the target of a Magic Missile spell cast at 2nd level. 3. The target gains 2d12 temporary hit points that last for 1 hour. 4. The die explodes in bright light, requiring the target to make a DC 14 Constitution saving throw. On a failure, they are stunned until the end of their next turn. 5. The target's walking speed is Increased by 10 feet for 1 minute. 6. The target is poisoned for 1d4 minutes, taking 1d4 poison damage at the start of each of their turns.
Once the Effect activates, the dice loses its magic and becomes a normal dice.
I am running a campaign in a homebrew setting with a steampunk aesthetic. I have most of the details, but I need some homebrew I can use for set statblocks for things such as airships/ expansive firearm options/magitech devices. I would appreciate some recommendations.