r/DnDHomebrew 5h ago

5e The Warmonger – A stance-swapping d12 martial using heavy weapons for battlefield control through massive weapon hits and sweeping attacks! (3 Subclasses, PDF + GM Binder)

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37 Upvotes

r/DnDHomebrew 22h ago

5e Play DnD with a Skill Tree !

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528 Upvotes

First: I am very sorry to all phone users, but the Skill Tree was too big to display properly. So please check out the link on your PC/Tablet or whatever can open it.

https://drive.google.com/drive/folders/1QYNzxnbh8plb43UgUcNV3ODhjOeWInfv?usp=drive_link

I played a lot of DnD 5e and i love it. But the design of classes and sub classes left me yearning for variety. So I created a Skill Tree in which you can create your own class, if you can even call it that anymore.

I also added some rules that i felt made more sense, inspired by Pathfinder 2e, Path of Exile and some new stuff i concoted myself.

Any feedback, criticism or conversation is welcome.

But now to the most important question, why is it fun ?

The Skill Tree is independent from World-Building. Setting does not matter, it is all about flavour.

Here are some changes and remember, just because it says for example "Lightning Bolt", it does not have to look like the description. You can even wield a Dagger two-handed to deal 1D12 Damage if you so please. Sounds whacky, but if you read the Ruling.pdf it will make sense.

Here are some fun things I added onto the Skill Tree beyond the usual DnD Abilities:

-Shields are no longer boring (active parrying and blocking)

-Weapon-types do not determine your Damage Die

-Bend the Elements like Aang (im very proud of that one)

-Two types of AC (ty Pathfinder)

-Grenades

-Traps

-Ghoul like behaviour

-Shotguns

-Shoot through Walls

-Jutsus

-Recharging Temp. HP Buffers

-Rage Rework

-Annoy your Enemies with Ailments

-Sometimes you can concentrate on two spells

-Poison is useful

-Have a Trunk

-Summons are not supported (we all know that player who is the reason why)

-Be Kirby

and more....

Thank you for reading, please click the link and tell me if i did a good job, I need the validation.

If you have any questions please ask, thank you for reading until the end and hopefully clicking the link.

https://drive.google.com/drive/folders/1QYNzxnbh8plb43UgUcNV3ODhjOeWInfv?usp=drive_link


r/DnDHomebrew 15h ago

5e Frog Figurine of Wondrous Power

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110 Upvotes

Document created by me, Art by Steven Bellshaw


r/DnDHomebrew 3h ago

5e 544B - Whirlipede by ForesterDesigns

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8 Upvotes

My Pokémon-inspired Weapons and Items of the Day, with some Whirlipede armor to roll past trouble!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

544B - Whirliplate

Armor (Plate) – Rare (19,300 gp, requires attunement)

This purple-gray +1 plate armor has a black collar and large amber eye spots in black wheels on the front of the pauldrons, and black stripped horns on top. The rerebrace and tasset plates alternating black and purple, with red Os on the couters and tasset ends.

While attuned to this armor: you gain 10 feet of movement; you have advantage on Dexterity rolls to avoid being grappled, restrained, or take damage; any creatures that attempt to grapple or restrain you have disadvantage on the roll to do so and takes 1d6 poison damage from the armor’s spikes. They have disadvantage to maintain the grapple or restraint, and take 1d6 poison damage at the start of any turn they are grappling or restraining you; and if you drop below half your maximum hitpoints, the armor’s spikes do an additional 1d6 poison damage.

Evolving: While attuned to this armor, if you can cover at least 240 feet by walking in a single round, it will become a 545B - Scoliplate.


r/DnDHomebrew 2h ago

5e Venomous Spores, Broken Creeds and Living Prisms, three new strange relics from the Emporium, Feedback Welcome!

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5 Upvotes

✦ 1 ✦

Key of the Venomous Spore

I wanted the Key of the Venomous Spore to recover its charges in a less obvious way than simply waiting for dawn or dusk.

To recharge it, you need to find a poisonous fungus, a toxic plant, or the corpse of a naturally venomous creature. The key drains that source, which then withers and can’t be used again.

It makes the relic a little more dynamic and gives the party another reason to explore, collect strange materials, or make choices about when a source is worth using. The recharge condition also helped me control its rarity, since its strongest effect depends on what the characters can actually find during the adventure.

📜

Key of the Venomous Spore
Wondrous item, rare

Sensitive Mycelium. While carrying this key, you know whether a plant, fungus, food, or drink within 5 feet of you contains poison. This property doesn’t reveal the poison’s nature, quantity, or effects.

Fungal Lock. The key can hold up to 3 charges. To regain 1 expended charge, you must insert it into a poisonous fungus, a toxic plant, or the corpse of a creature that possessed natural venom, then turn it as though in a lock. The source withers and can’t be used again to recharge the key.

Mycelial Burst. As an action while holding the key, you can expend 1 charge and turn it in the air, causing the mushroom cap to open. Each creature of your choice within 10 feet of you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half as much damage and isn’t poisoned.

✦ 2 ✦

Helm of the Broken Creed

Helms are not always the most exciting magic items, and there are not many official ones that feel truly useful.

For this relic, I wanted a mix of solid passive effects and one stronger, more situational ability.

The +1 AC, advantage on Intimidation checks and saves against fear, and resistance to radiant damage are always useful, but none of them completely define the item.

Miracle Denied is the real focus. Once per dawn, it can reduce magical healing and turn the amount prevented into temporary hit points.

It is powerful when the right moment comes, but it still depends on timing and on the enemies you face. That situational side is what keeps it interesting for me.

📜

Helm of the Broken Creed
Wondrous item, very rare (requires attunement)

Apostate’s Iron. While wearing this helm, you gain a +1 bonus to AC.

Heretic’s Visage. While wearing this helm, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.

Desecrated Symbol. While wearing this helm, you have resistance to radiant damage.

Miracle Denied. When a creature you can see within 60 feet of you would regain hit points from a spell or another magical effect, you can use your reaction to reduce the number of hit points regained by 3d8, to a minimum of 0. You gain temporary hit points equal to the amount by which the healing was reduced. Once this property has been used, it can’t be used again until the next dawn.

✦ 3 ✦

Shifting Blade of the Living Prism

I have always been fascinated by randomness and roleplay, so both ideas ended up inside this relic.

When a creature attunes to the sword, the spirit gives it a request chosen by the DM. Until that request is completed, the main powers remain locked.

Once awakened, a d6 roll at every dawn determines the spirit’s nature, including the damage type, resistance, and vulnerability. The weapon also grants a +3 bonus and deals an extra 3d4 damage.

It is powerful, but never completely stable. The daily changes force the player to adapt, while the spirit’s request leaves plenty of space for fun roleplay and story hooks.

📜

Shifting Blade of the Living Prism
Weapon (greatsword), artifact (requires attunement)

Sentient Relic. A mutable primordial spirit dwells within the blade. It understands Common and Primordial and communicates telepathically with the creature attuned to it.

Spirit’s Request. When you attune to the sword, the spirit gives you a request chosen by the DM. Until you fulfill it, Shifting Soul and Power of the Six Faces don’t function. When you complete the request, the sword awakens.

D6 Nature Resistance Vulnerability
1 Acid Acid Lightning
2 Cold Cold Fire
3 Fire Fire Cold
4 Lightning Lightning Acid
5 Thunder Thunder Force
6 Force Force None

Shifting Soul. When the sword is awakened, roll a d6 each day at dawn and consult the table to determine the spirit’s nature until the next dawn. For the duration, you have the resistance and vulnerability shown in the table.

Power of the Six Faces. When the sword is awakened, you gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit with i

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲


r/DnDHomebrew 30m ago

5.5e Raw Nerves v2 (Cantrip) [Psychic, Enchantment]

Upvotes

Raw Nerves [Psychic, Enchantment]

Cantrip (V,S)

Range: 30'

Target: 1 creature

Duration: 1 round or until expended

This cantrip seeks to make the target's nerves hyper-sensitive; it has no effect on undead, elementals, or other creatures without "nerves" or organic bodies (DM's call).  The target makes a CON save; on a failure, it gains Vulnerability to the next damage it suffers (if not Immune to that damage type), suffering double damage from the hit!  (As this is a cantrip, the bonus damage cannot be greater than twice the Caster's PB + spellcasting stat modifier.)

At 5th level, the maximum bonus damage limit is 3x (PB+StatMod).  At 11th level, the damage cap is 4x.  At 17th level, the cantrip lasts for a 2nd hit (but still only a maximum of 1 round).

-----------------------

This "attack" cantrip does no actual damage. Instead, it doubles the damage of the next hit... which I assumed would likely be a weapon hit, so about 1d8+3 damage. But then I realized that instead of doubling the Fighter's sword, you might double the Rogue's Sneak Attack, so I put a cap on the maximum damage. This is a cantrip, after all! At 1st level, the expected maximum effect is about 7 damage, or a smidge more than just casting firebolt. That makes it weaker than the normal choice, which in my mind means I did a good game balance thing. At 5th level, the cap is 18 to 24 (probably 18), making it useful on the barbarian's big hits, or the rogue's sneak attack. This is where I expect it to see its greatest use. It still doesn't out-damage a firebolt's maximum, but it should average a little bit more -- balanced by the fact that someone needs to deliver the second hit! Note that this works with spell damage too, though, so one caster could use raw nerves, with a second caster delivering a fireball for 28 damage...

By 11th, you're probably capping at 32 or 36 dmg, now out-performing firebolt's 3d10, but only when that second hit lands and actually causes significant damage. A reward for good teamwork - don't let the "next hit" be just a 1d8+4 swordblow!

At 17th level, you're still capped "x4", but that's pretty much guaranteed to be 44pts, so there's still growth. Much more importantly, the cantrip lasts for 2 hits, for a potential insane output of 88 damage from this cantrip! That's probably OP - and I welcome feedback - but I think it is mitigated by the need for two massive-damage hits/spells to be delivered back to back, successfully.

All of this is mitigated (I hope?) by the fact that this cantrip targets a CON save, something pretty much every monster and every PC has a good score in.


r/DnDHomebrew 1h ago

5.5e In a couple weeks my group will be running a level 20 one shot using campaign PCs (scaled up). Here is my first rough draft of the BBEG. Any thoughts or stuff I should adjust?

Upvotes

Xyral is based on his astral duplicates which allow him to avoid getting hit and switch between them during the round. The players are being really chill about level 20 and aren't doing any of the shenanigans you might imagine (Wish/Simulacrum, etc).

I am open to any and all feedback. Please tell me if this is trash or if it will last 1 round!


r/DnDHomebrew 1h ago

5e Cleric subclass: cleric of selune: werebeast

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Upvotes

From self publish book of my own creation on sale in drivethurrpg.com Hexallia players expansion


r/DnDHomebrew 1h ago

Resource Delicious in D&D

Upvotes

In my current campaign, there’s a player (a Dwarf Druid) who decided to take cook's utensils as a tool proficiency. When a "frying pan" showed up as a weapon option, he knew right then that he would become the party’s cook, prepared to cook anything he could find that was even edible.

The moment finally came in our last session: his character got to put those skills to use. The party encountered a giant scorpion, they killed it, and the dwarf cook proceeded to prepare it. We started joking that he was basically Senshi from the anime "Delicious in Dungeon".

That got me thinking today. The "Delicious in Dungeon" comparison isn't actually that far-fetched, it’s something that could be implemented really well in D&D. Plus, I’m a big believer in rewarding good ideas from players. So, I spent some time scrolling through the Monster Manual today and came up with a few concepts.

https://docs.google.com/document/d/1daPSf5j3Cj_UCwoAGDJm6lufAqh2YrBwpl7j9oaPQRM/edit?usp=sharing


r/DnDHomebrew 7h ago

5.5e Ironbound V0.3: Bloodmage Barbars, Timebender Clerics and combat feats

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6 Upvotes

Brand new additions this week!

Try a unique barbarian with ritual casting and high damage in return for it's own life and drain the blood of your foes to create alchemical ingredients from them!

In the same update you can find a time and causality bending new cleric subclass, devoted to a god long dead.

You can get these and a platera of new feats with free content as well at: https://www.patreon.com/ForgeofAtyus

Next week, there shall be eldritch spells!

Ironbound is a massive project, a compendium for 5 and 5.5 eldritch horror and investigation in a cursed land called the Greencoasts. 100% of all support goes directly to development (currently to artworks), any share or upvote is appreciated as well, as it is help to bring this nightmare to life.


r/DnDHomebrew 4h ago

Request/Discussion Homebrew publish

3 Upvotes

Hello friends. I’m sure there’s a better place on Reddit to pose this question but I need advice on how to go about publishing my homebrew setting. It still needs a lot of work before it’s ready but I’m wondering how deep down the rabbit hole do I go in preparation to getting it published? I have a map and some continents drawn out and labeled, some lore written up and a pantheon of gods. I have a few cities that are massive enough that in theory an entire campaign (or several arcs at least) could take place within them.

I had one campaign with a fun story that unfortunately fell apart. I had ideas on where I wanted it to go and end, but we never got there. I’m running another campaign now that the entire party (and myself) is thoroughly enjoying. A couple players in the current one were in the last one and are enjoying the current one more.

Do I need a story or two for peeps to follow along or leave it as a sandbox for people to play and construct their own story? Or a hybrid of the two, like here’s a story but you don’t have to follow it?


r/DnDHomebrew 7h ago

5e Looking for feedback on my first attempt at a homebrew class, this is just a first draft and I am yet to calculate average dps

3 Upvotes

Spectral Horseman

1d10 hitdice

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: None.

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Chain Mail or (b) Leather Armor, Longbow and Arrows

(a) any martial weapon and shield or (b) two martial weapons

(a) Light Crossbow and Crossbow Bolts or (b) Handaxes

(a) Dungeoneer's Pack or (b) Explorer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Level 1:

Spectral Steed

you summon a spectral steed to your aid it shares it's stats & proficiency bonus with you but it's HP = 8 * class level and AC = dex score, it has a movement of 60 feet. Once you use this feature it cannot be used again until the end of a short rest. It has a size of large

Level 2:

Mount Autonomy:

your mount shares your intitive count but you can share psychic instructions(no action) your mount can only take the dodge, disengage and dash action.

Level 3:

SUBCLASSES see appendix

Level 4:

Feats or ability score increase( Mounted combatant Highly recommended)

Level 5:

Extra attack

You can choose to use dex for your weapon attacks

Level 6:

Your mount can now take an hoof attack +proficiency + dex to hit, dealing 2d6 + proficiency + dex 

Level 7:

SUBCLASS

Level 8:

Ability scores

Level 9:

You & Your Mount's attacks count as magical for the purpose of overcoming resistances.

Your Mount gains Multiattack

you can now attack twice with hooves or once with hooves and once with your subclass attack

Level 10:

SUBCLASS

Level 11:

Evasion: while on your mount you gain advantage on dexterity saving throws, and if you succeed you take no damage and take only half if you fail.

Level 12:

ability scores

Level 13:

You can choose for your mount to automatically succeed a saving throw but you take a -3 to your saving throw, you can use this feature up to a number of times equal to your dexterity modifier per short rest. 

Level 14:

A number of times equal to your proficiency bonus you can forgo your turn and your mount can take 2 turns OR you can forgo your mounts turn and take 2 turns yourself. 

Level 15:

SUBCLASS

Level 16:

FEATS

Level 17:

Extra attack (2)

Level 18:

Subclass

Level 19:

EPIC BOON

Level 20:

Once per long rest you can choose to make any attack roll a 20 on a d20

SUBCLASSES

3,7,10,15,18

Lancer:

3:

Charge: After your mount moves 20 feet or more in a straight line in a single turn you can invoke a lance of magically energy dealing d12 damage, this damage increases by 1d12 every 20 feet you move in a straight line. This lance count as your mount's attack and is +dex + proficiency to hit

7: 

Trample: When you successfully hit an enemy with a charge attack you can force them to make a strength saving throw (SAVE DC = 8 + proficiency + dex) or be knocked prone, if you charged 60 feet or more the save is made at disadvantage. You can use this feature up to a number of times equal to your proficiency bonus

10: 

Your mount's movement is increased to 120 feet

15:

The impact of your hooves causes a creature to become stunned once per long rest when a creature of a size equal to or smaller than your mount fails the trample saving throw you can stun them for 1 turn.

18:

Your mount can take the dash action for free twice per long rest 

KNIGHT:

3: 

You can mark a target imposing a challenge, if the targets attacks anyone other than you, you can deal an extra d6 of damage on all attacks for the next minute, this bonus does not stack, you can use this feature a number of times equal to your proficiency bonus per long rest, only one target can be marked at a time

7:

You can grant yourself resistance against magical or non magical damage until the start of your next turn, you can do this twice per short rest.

10:

The damage of your mark increases to 1d8 and your mount can now benefit from this bonus

15:

Single combat

If you have advantage on attack rolls against your mark roll 3d20 instead of 2d20

you crit on an 18,19 or 20

18:

when you mark a target you no longer need them to attack someone else to gain the damage bonus.

Reaper:

3: you can cast the misty step spell withouth the use of a spell slot, you can use this feature a number of times equal to your proficiency bonus per long rest

7: when you use misty step if you pass through a creature you can choose to make an attack with your mount as part of the bonus action to cast misty step.

10: you can no longer be targeted by opportunity attacks, when you cast misty step you have resistance against physical attacks until the start of your next turn.

15: if you have no uses of your misty step feature upon entering combat gain 2 

18: if you kill an enemy by misty step you heal a number of hitpoints equal to the damage dealt, if this exceeds your max HP gain any excess jn temporary XP


r/DnDHomebrew 1h ago

Resource Advent's Amazing Advice: Dragon of Icespire Peak, A Mini-Campaign Fully Prepped and ready to go! (Part 3c Mountain's Toe Gold) (2026 Update: Now with Pre-Session DM Checklist)

Upvotes

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!

*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!

The Mountain's Toe Gold Mine has been suffering productivity problems as of late. You've been tasked with escorting a new overseer there. It's a rather simple job that pays well and could certainly be left at that...if your players are none too heroic, but something tells me they crave a bit more, a cave to explore, a mystery to be solved. Should your players be brave enough, they will discover a cave overrun by the Whiskered Gang, a group of wererats who declared this their new home. It will be up to your players to save the miners within. Perhaps they can negotiate and find themselves on an interesting side quest, or maybe they'll choose to eradicate those varmints...only time will tell...

Without further ado:

Included in The AAA Collection is:

  • Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
  • Custom Maps of Mountain's Toe Gold
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and spots to mark HP
  • DM Notes for the Visually Impaired
  • (New) Pre-Session DM Checklist

Dragons of Icespire Peak: Index

Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here

As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!

Cheers,
Advent


r/DnDHomebrew 8h ago

5e Bard subclasses:heckler

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3 Upvotes

Created by me and published. Bard that instead of boasts teammates instead gives disadvantage to foes through verbal abuse and psychological damage.


r/DnDHomebrew 8h ago

Request/Discussion How would you handle spell AoEs that vary based on the caster’s size?

3 Upvotes

Obviously, I’m asking this because I’m trying to figure out how to make it work. Because I’m working on a heavily homebrewed 5e system meant to translate the One Piece manga/anime into DND mechanics, and, well, a great number of the spell-equivalents in this system that create AoEs do so using physical objects, like a weapon, so it’d make sense for the AoE’s size to vary based on the creature’s size.

Look, this is One Piece. Even if outliers like Sanjuan Wolf or Road or Oars (some of the biggest humanoid characters in the series, dozens and dozens of feet tall) aren’t included, even if we don’t include giants as a whole, regular humans in One Piece can still reach heights above 20 feet. The system I’m working on will have additional size categories to delineate larger creatures, with categories ranging from Tiny to 110 feet, but still.

Okay, easy example of what I mean by this AoE problem: Luffy has a technique where he massively inflates his arm to throw a punch. If that attack were implemented in DnD terms with the assumption that it’s being used by a Medium creature, I’d easily describe it as “a 30-foot-long, 15-foot-wide line originating from you in a direction you choose.” But if the creature using the attack is size Gargantuan, it feels weird that the AoE effect is only a little bigger than the creature, y’know?

So, how would y’all approach the issue? Modifying other mechanics or creating new ones certainly isn’t off the table, like I could see the potential in applying size categories to weapons and working the spell-equivalent AoE problem that way. Like, something roughly along the lines of “this cone’s length increases by 5 feet for each weapon size above Medium,” perhaps. And, hey, I’m not opposed to adding that kind of modifier to every single applicable spell-equivalent I make, regardless of the number—I did the same for a mechanic that modifies a spell-equivalent’s effect based on if the user is standing, on Difficult Terrain, or currently unable to use a Movement Speed.

But I’ve only got one person’s capacity for ideas, so I’m curious how others would tackle it.


r/DnDHomebrew 6h ago

5e Homebrew class: the possessor

2 Upvotes

This is a homebrew class inspired by a character i saw in a dream that i was playing.

Feedback, ideas appreciated. Thanx.

The possessor is an individual with the ability to transfer themselves into the body of another creature and possess them by banishing the creature’s consciousness into a timeless black void.

Hit Dice: d8

Proficiencies:

Armor: Light armor

Weapons: simple weapons and 2 other weapons of your choice

Tools: one tool of your choice

Skills: three from: acrobatics, stealth, sleight of hand, deception, intimidation, performance, persuasion, insight, investigation.

Saving throws: DEX, CHA

Equipment:

Studded leather armor.

Two weapons you are proficient with.

One tool you are proficient with.

One equipment pack of your choice.

Class Features:

Possession:

At 1st level you have the ability to possess a humanoid creature of a CR up to equal to ¼ of your Possessor level.

You can possess creatures a number of times equal to your proficiency level per long rest.

The possession last until you fall unconscious, you chose to end it (as an action) or up to 1 hour. This increases to 24 hours at level 5, 1 week at level 9, 1 month at level 13, 1 year at level 17 and indefinitely at level 20.

To possess a creature you must, as an action, make a CHA check contest against the creature’s CHA saving throw. You must be able to see the creature and it must be within 30 ft of you. If you lose the contest, the possession fails and the creature becomes aware that you tried to magically influence them in some way, but they do not know how. The creature, also, becomes immune to the effects of Possession for 24 hours. If you win the contest, your body (and anything you wear or carry) dissipates into a ghost-like form and you enter the creature, taking full control of its body.

While possessing a creature you can use any actions, bonus actions, reactions, features, spellslots and spells of the creature’s stat block as well as your own but you use your ability scores, hp and proficiencies. The spellcasting ability for any of the creature’s spells is the same as the creature's, but you use your own ability score for the casting of those spells and the spell save DC.

When the possession ends, your body, and anything you carry or wear, materializes in an unoccupied space within 5ft of the creature, or any closest unoccupied space. The creature falls prone and is unconscious until the end of its next turn. When it regains consciousness it has the hp and conditions it had at the time of possession. The creature is aware that it was possessed by you but has no recollections of anything that transpired during the time it was possessed, as its consciousness existed in an empty black void with no sense of time. The creature is immune to possession for a week after the possession ends.

While possessing a creature, you have no access to its memories or knowledge, proficiencies and languages.

Fighting style: at 2nd level you chose one fighting style from the fighter’s list.

Brand Weapon:

At 2nd level you can spend one hour to magically brand a weapon you hold, with a special rune that can cause the branded weapon to materialize in the hand of the creature you possess. You must use your reaction while possessing a creature to materialize the branded weapon in its hand and when the possession ends, the branded weapon materializes in your hand.

Extra feat: you can chose an extra feat at levels 3, 7, 11, 15, 19

Ability score improvement: at levels 4, 8, 12, 16, 19

Deepen possession:

As your possessor level increases, you become more proficient in possessing creatures.

At 5th level you can access some recent memories of the possessed creature, you can also communicate with the creature’s consciousness and read its surface thoughts, as a bonus action.

You can, also as a bonus action, chose one of the creature’s skill or tool proficiencies and add it to your own. You lose those proficiencies as soon as the possession ends.

At 9th level you can posses any creature (not only humanoids) with a CR up to ½ of your Possessor level. You can also read the possessed creature’s deeper thoughts and feelings, as an action.

You, also as an action, can replace one of your mental ability scores with that of the possessed creature’s, you keep that score as long as you are possessing the creature.

Also, you know any language that the possessed creature knows.

At 13th level you automatically get any proficiencies and expertise in armors, weapons, skills and one of the saving throw proficiencies the possessed creature has for as long as you possess the creature.

At 17th level you have complete access to all knowledge and memories of the possessed creature and you can force its consciousness to concentrate on a spell, effectively giving you the ability to concentrate on two different spells at the same time. While concentrating on two spells, you have disadvantage on CON (concentration) checks.

Master possessor:

At 11th level you have permanent advantage on all CHA checks made to possess a creature. Moreover, while possessing a creature you get temporary HP equal to 1/4 (rounded up) of the creature’s hp maximum. The temporary HP replenishes after a short or long rest.

Cruel possessor:

At 15th level you can, as a reaction to ending the possession, reduce the possessed creature to 0 HP as soon as the possession ends.


r/DnDHomebrew 3h ago

Request/Discussion No damage support oriented Rogue Thief: what homebrew modifications to enable it?

1 Upvotes

No damage support oriented Rogue Thief: what homebrew modifications to enable it?

I have this idea for a rogue thief that doesn't do damage in itself, but is a disruptor in the battlefield. The current class is almost there with its Utilize as a Bonus action, use of manacles, rope, caltrops and such, good movement, overall utility.

But rogues are mainly built around Sneak Attack, and not using it feels like a waste. Cunning strikes are awesome, but until level 14 you won't be able to convert all your sneak attack damage into utility/support.

Also I don't know if the current system, the class features + thr available adventuring gear, supports the concept well enough into higher tiers of play.

Take into consideration that:

\* I like my martials spell-less. I get the current meta around thieves and scrolls, but I'd prefer not going that way. I like class features and physical stuff that weighs in the inventory, that you have to buy or craft or find.

\* The campaign will probably last until level 15

\* We're working together with the DM on this (3rd long form campaign together, last one we created a homebrew class together on my initiative for my character)

So, what would you do?


r/DnDHomebrew 8h ago

5.5e Circle of the Hybridizer (Druid Subclass)

2 Upvotes

I have been working on this subclass about fusing animals together. I hope you like it. And please please please critique it and give me your feedback all help is appreciated

https://homebrewery.naturalcrit.com/share/mlRHt2tklCRB


r/DnDHomebrew 20h ago

5e Path of Precognition - Barbarian Subclass Inspired by Limbus Company

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16 Upvotes

r/DnDHomebrew 1d ago

5.5e Armament of Blasphemy, all Weapons from Blasphemous II into 5.5 Magic Items

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90 Upvotes

This is a compilation of the project I finished some weeks ago of adapting all of the weapons from the video game Blasphemous II into Magic Items for 5.5.

The PDF can be downloaded for free on Patreon.


r/DnDHomebrew 1d ago

5.5e [OC] Hollow Knight X DnD Fusion - Grimm + Centaur = Grand Maestro Sangrimm - CR 16 Medium Fey (Jinn)

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77 Upvotes

Grand Maestro Sangrimm

Life and death are partners in the great dance of time. Each perfect step they take, each flawless turn, each hypnotising twirl… they will last in memory long after the music stops. This legacy of mine will outlast my withering flesh and flame.

— Grand Maestro Sangrimm

Sangrimm’s traveling performance, the Dance of Death, is an interactive show that invites participants to gamble their vitality away for a shot at fame and glory. His challenges offer unimaginable boons to those who win… all at the mere cost of a week or two off the end of their lives.

Eternal Showman. Sangrimm has peddled his show across the planes for centuries. He opens each performance claiming that it could be his last, that his life is fleeting, and that the dance must soon come to a halt. Dramatic speeches and morbid predictions of his own death are undercut by the fact that he shows no signs of aging or decay, leading to countless rumours that the vitality he extracts as payment from his hopeful contestants is used to prolong his own lifespan. 

Popular Pariah. Sangrimm has built quite the fan club among every demographic… with the notable exception of other thanatophobia jinn, who see his antics as a desperate and radical deviation from tradition. For many, this disapproval is but a way to mask their jealousy of Sangrimm’s clever scheme, which they condemn for its reckless reliance on chance. What they don’t understand, of course, is that Sangrimm rigs the show so that he always comes out on top.

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r/DnDHomebrew 9h ago

5e Updated rules to my Homebrew monk subclass, could always use advice

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2 Upvotes

Obviously I need to iron out the specific wording on some things, as well as fixing any grammatical errors. However I've been adjusting this subclass for a bit now and could use some pointers on some things that may be to powerful or to weak

The general theme I had in mind was a character who has focused there awareness so much there bordering precognition


r/DnDHomebrew 9h ago

5.5e [D&D 5e/2024] Encantador — Minha primeira classe caseira, buscando feedback sobre balanceamento e redação.

2 Upvotes

Olá a todos!

Eu jogo D&D há relativamente pouco tempo e esta é a primeira classe caseira que criei. Por isso, tenho certeza de que existem problemas de balanceamento, interações confusas, erros de redação e outros problemas que posso não ter percebido.

A classe se chama **Encantador**.

A ideia básica é uma classe baseada em Inteligência, focada em criar e manter encantamentos mágicos. Esses encantamentos podem fortalecer aliados, melhorar armas, enfraquecer inimigos, controlar partes do campo de batalha ou dar suporte a diferentes estilos de combate.

A classe usa **Pontos de Encantamento** como seu principal recurso. A maioria dos encantamentos dura 1 minuto e não requer Concentração, mas a classe tem limites quanto ao número de alvos e encantamentos que pode manter simultaneamente.

A classe também ganha diferentes arquétipos que alteram a forma como esses encantamentos são usados. No momento, o documento inclui o **Spellblade**, um arquétipo focado em combate corpo a corpo que combina armas encantadas, ataques baseados em Inteligência, Ataque Extra e encantamentos ofensivos.

Eu agradeceria muito qualquer feedback sobre a classe, especialmente:

* Características ou encantamentos que sejam muito fortes e precisem ser enfraquecidos

* Características que sejam muito fracas ou que não valham a pena usar

* Habilidades que precisem ser melhoradas ou reformuladas

* Combinações desequilibradas ou interações entre classes

* Problemas com a economia de ações ou recursos

* Regras que não sejam claras ou que possam ser interpretadas de maneiras não intencionais

* Redação, gramática ou terminologia em inglês que possam estar incorretas

* Qualquer coisa que não esteja de acordo com os padrões de design do D&D 5e/2024

Originalmente, a classe estava escrita em um formato mais simples, mas as pessoas recomendaram apresentá-la no estilo Homebrewery, pois seria mais fácil de ler, entender e revisar. Por isso, formatei-a para se assemelhar a um documento oficial de D&D.

Aqui está a classe:

[ https://homebrewery.naturalcrit.com/share/jSX8DNC\\_NHZg ](https://homebrewery.naturalcrit.com/share/jSX8DNC_NHZg)

Por favor, seja honesto com suas críticas. Ainda estou aprendendo tanto o design de D&D quanto a criação de conteúdo caseiro, então explicações detalhadas sobre o que está errado e como poderia ser melhorado me ajudariam muito.

Obrigado por dedicar seu tempo para ler!


r/DnDHomebrew 21h ago

5e [OC-Art] Fate Domain | Cleric [The Mithral Canvas] 5e

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19 Upvotes

Become and Oracle of Divine Will

Those of the Fate Domain take it upon themselves to peer into the time beyond the present, and bear witness to the infinite branching possibilities created every moment. Acknowledging a truth of such magnitude, these clerics work to steer the world towards the best possible outcomes, pulling at the strings of fate ever so delicately to do so. As they carve paths that may not be trod upon for years to come, clerics of this domain never fail to notice even the smallest turns of chance. 

Divine Oracle

1st level Fate Domain feature

When you choose this domain at 1st level, you learn the guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Additionally, when your Spellcasting feature lets you learn a Cleric cantrip or prepare a Cleric spell of 1st level or higher, you can choose the new spell from the Divination school. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Cleric Spell for you.

Fate Domain Spells

You gain domain spells at the cleric levels listed in the Fate Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spell
1st Bane, Bless
3rd Augury, Enhance Ability
5th Bestow Curse, Clairvoyance
7th Death Ward, Divination
9th Circle of Power, Legend Lore

Seer’s Knowledge

1st level Fate Domain feature

You gain proficiency in one of the following skills: Arcana, Investigation, Nature, or Religion. You may use Wisdom for the chosen skill instead of Intelligence.

Channel Divinity: Fate Weaver

2nd level Fate Domain feature

Starting at 2nd level, you can use your Channel Divinity as a Bonus Action to enter a divine state that grants you minor influence over the strings of fate. This feature lasts for 1 minute or until you are incapacitated or die. 

When another creature you can see within 60 feet of you makes a d20 test, you can use a reaction to give the roll advantage or disadvantage (your choice).

Channel Divinity: Oracular Awe

6th level Fate Domain feature

Your visions are a spectacle that can fill those around you with hope or dread. As an Action on your turn you can use your Channel Divinity to cause one of the following effects:

Hopespeaker. You give your allies hope for the future. Each creature of your choice that can see or hear you within 30 feet of you gains temporary hit points equal to your Cleric level and has Advantage on Saving Throws to avoid or end the Frightened condition for the next minute.

Doomsayer. You fill your enemies’ hearts with dread. Each creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, they are frightened of you for 1 minute. A creature frightened this way spends its turn moving as far away from you as possible without directly endangering itself. It repeats its saving throw at the end of each of its turns, ending the effect on a success.

Potent Spellcasting

8th level Fate Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Defy Fate

17th level Fate Domain feature

Your will and the will of Fate itself are one and the same. When a creature within 60 feet of you succeeds or fails on a d20 test, you can use your reaction to change the number rolled to a 1 or a 20. You can do so even after you know the results of the test, seeing the events as a vision of what might have been. Once you use this feature, you cannot do so again until you finish a long rest unless you spend a use of your Divine Intervention to restore a use of it. Doing so counts as your deity intervening.

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r/DnDHomebrew 16h ago

Request/Discussion Usopp’s Hammer (Need Advice)

4 Upvotes

Usopp’s Hammer

Level 2 Illusion
Casting Time: Action
Range: Touch
Components: S, M (a toy hammer)
Duration: Instantaneous

You create an illusion of an impossibly big hammer in your hands. The hammer looks convincingly real, is huge in size, and yet weighs nothing to you. You then slam the hammer down on a target within range. The target must make an intelligence saving throw, taking XdX damage on a failed save or half as much on a successful one. On a failed save, the target also (falls prone? Becomes frightened for X time? Is incapacitated for 1 turn?). On a successful save, the target realizes the attack was illusory in nature and is immune to this spell for the next 24 hours.

After making the attack, the hammer immediately dissipates.

Using a higher level spell slot: The damage increases by 1dX for each spell slot above 2.

Interested in my illusion wizard having this in my game. Partly because halfling with big weapon funny, but also because I can’t find much use for illusions in combat. There isn’t much melee instant spells to base the numbers/rider strength on, so I figured I’d ask Reddit what they thought. Also willing to just abandon the rider entirely if it doesn’t fit.

Any criticism is appreciated, and I’d also like if you explained why you think your idea is balanced.

Thanks!