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submitted 4 days ago* (last edited 4 days ago) by isodimensional@aussie.zone to c/dndhomebrew@lemmy.world
 
 

cross-posted from: https://aussie.zone/post/20627854

I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

So, I present reworked rules for lingering injuries that are more fun and make more sense.

Circumstances for sustaining a Lingering Injury

  • When a character is dropped to 0 hit points by a critical hit
  • When a character is stabilized or healed after failing two death saving throws
  • When a character is revived after dying

We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

Physical Damage

This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

d20 Injury
1 Lose an appendage.
2 Break an appendage.
3-4 Limp.
5-6 Internal Injury
7-9 Broken Rib
10-12 Horrible Scar
13-15 Festering Wound
16-20 Minor Scar

Lose an appendage

Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Break an appendage

Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

Limp

Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Internal Injury

Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Broken Rib

This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

Horrible Scar

You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

Festering Wound

Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Scar

A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

Heat Damage

This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

d20 Injury
1 Lose an appendage.
2-3 Severe Burns.
4-6 Moderate Burns
7-9 Minor Burns
10-12 Temporary Blindness
13-15 Dehydration
16-20 Singed Hair

Lose an appendage

Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Severe Burns

You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Moderate Burns

You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Burns

You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

Temporary Blindness

The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

Dehydration

The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

Singed Hair

The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

Cold and Necrotic Damage

This table can be rolled on when cold or necrotic damage causes a lingering injury.

d20 Injury
1 Lose an appendage.
2-3 Severe Frostbite or Necrosis.
4-6 Moderate Frostbite or Necrosis
7-9 Minor Frostbite or Necrosis
10-15 Numbness
15-20 Blue Lips

Lose an appendage

Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on dexterity checks made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

Severe Frostbite or Necrosis

You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Moderate Frostbite or Necrosis

You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

Minor Frostbite or Necrosis

You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

Numbness

The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

Blue Lips

The lack of blood circulation causes your lips to turn blue for the next hour.

Thunder Damage

This table can be rolled on when thunder damage causes a lingering injury.

d20 Injury
1 Deafness.
2-3 Internal Injury.
4-6 Concussion
7-9 Temporary Deafness
10-15 Ringing Headache
15-20 Disoriented

Deafness

The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

Internal Injury

The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Concussion

The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Temporary Deafness

The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

Ringing Headache

For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

Disoriented

The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

Acid Damage

This table can be rolled on when acid damage causes a lingering injury.

d20 Injury
1 Blinded.
2-3 Corroded Arms.
4-6 Corroded Legs
7-9 Corroded Armour
10-15 Disfiguring Burns
15-20 Smelly

Blinded

The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

Corroded Arms

Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Corroded Legs

Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

Corroded Armour

If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

Disfiguring Burns

Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

Smelly

The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

Psychic Damage

This table can be rolled on when Psychic damage causes a lingering injury.

d20 Injury
1 Long Term Madness.
2-3 Recurring Nightmares.
4-5 Mental Lethargy
6-7 Visual Hallucinations
8-9 Short Term Madness
10-12 Paranoia
13-16 Headache
17-20 Mirthfulness

Madness

Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

Recurring Nightmares

Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

Mental Lethargy

For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

Visual Hallucinations

For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

Short Term Madness

Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

Paranoia

For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

Headache

For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

Mirthfulness

For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

Appendix

Appendage Table

Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

d20 Appendage
1-5 Right Hand
6-10 Left Hand
11-15 Right Foot
16-20 Left Foot
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Black Feather Rogue (blackfeathergames.com)
submitted 1 month ago* (last edited 4 hours ago) by BlackFeatherGames@lemmy.world to c/dndhomebrew@lemmy.world
 
 

Hello lovely people! We are proud to announce the release of a new subclass for rogues: the Black Feather Rogue.

Drawing upon the forces of natural magic, the Black Feather blends roguish cunning with druidic transformation to yield a formidable spy and skirmisher. In their raven form they can dodge attacks, find a safe perch, or reposition to make a sneak attack.

Feedback, opinions, and suggestions are always welcome.

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This is the finished version of my Occultist class, a revamped Warlock that's meant to refine and streamline the OG class.

The Warlock is my favourite class in the game, but its reliance on short rests to recharge spell slots and the pitiful amount of invocations known turn DnD’s most customizable class into a boring slog of “I cast Eldritch Blast” and “As my first invocations, I take Agonizing Blast and Devil’s Sight. Again”.
By adding the Patron’s expanded spell list (which goes up to 9th level) automatically to their spells known, gaining more invocations (10, compared to the OG Warlock’s 8) and rebalancing the invocations (including adding higher level Pact-exclusive invocations up to 14th level), the INT-based Occultist allows for much greater build variety, while retaining what made the original class so loved by many.

The 1.0 update includes four Pact Boons (Blade, Chain, Talisman, Tome), four subclasses (Archmage, Deep One, Greatwyrm, Undying) and 50+ Eldritch Invocations, including seven pact-exclusive invocations for each Pact Boon.

Read and/or download the PDF here

Or click the spoiler to read it in image form (it may take a bit to load)Occultist - Page 1 - Cover Occultist - Page 2 - Class features Occultist - Page 3 - Class features Occultist - Page 4 - Class features Occultist - Page 5 - Pact Familiars Occultist - Page 6 - Pact Familiars Occultist - Page 7 - Eldritch Invocations Occultist - Page 8 - Eldritch Invocations Occultist - Page 9 - Eldritch Invocations Occultist - Page 10 - Eldritch Invocations Occultist - Page 11 - Otherwordly Patrons Occultist - Page 12 - Otherwordly Patrons Occultist - Page 13 - Otherwordly Patrons Occultist - Page 14 - Otherwordly Patrons Occultist - Page 15 - BackCover and Credits

If you like what I do and wish to support me, please consider visiting my Ko Fi page :) https://ko-fi.com/taverntalesdnd

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Text version:

Magic-averse Staff (Wondrous item)
Weapon (Quarterstaff), Rare (requires attunement)
This weapon, with its unassuming appearance, stands as a silent testament to resilience and serves as a steadfast companion for those who choose to tread less travelled paths.

  • Weightless. This weapon has the Light and Finesse property, as the wood it's carved from is very sturdy, but also unusually light.
  • Pierce Magic. Attacks made with this weapon bypass the Armor Class bonus derived from magical sources, such as magical armour or the Shield spell.
  • Arcane Scourge. If you hit a celestial, a fiend, or a creature that has the Spellcasting trait with this weapon, you roll one additional damage die.
  • Spell Breaker. A creature hit by this weapon has disadvantage on Constitution saving throws that it makes to maintain its concentration on a spell.
  • Fizzle Magic. The staff has three charges. While wielding this staff, you can expend one charge to cast Counterspell (only if you are one of the targets of the spell, or you are included in the area of effect of the spell) or two charges to cast Antimagic Field (no material components needed). Charisma is your spellcasting ability for these spells. The staff regains all charges daily at dusk.

Cursed. While attuned to this item, you cannot cast spells or be attuned to other magical items. If this curse is broken, the wood from which this quarterstaff is carved rots away, resulting in the destruction of the item.

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submitted 6 months ago* (last edited 6 months ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

Text version:

Inspiration

When a friendly creature within 30 feet that is aware of you fails an attack roll, an ability check or a saving throw, you can Inspire that creature to make it reroll the die.

Limitations. (a) You can only Inspire another creature once per long rest; (b) If you give or receive Inspiration, you can't give or receive Inspiration again until the end of the current round.

Flavour is a welcome addition. When inspiring another creature, you are invited (but not required) to describe how you are doing it: for example, you may hype them up, warn them of an incoming danger, or throw a passing comment that may help them achieve success in a task.

No beggars allowed. Inspiration should feel genuine and come from the heart: this mechanic is meant to incentivize bonding and roleplay, not min-maxing. At the DM's discretion, you lose the ability to give and receive Inspiration until you finish a long rest if you ever explicitly refer to this mechanic, such as asking others to give you inspiration, or making a throwaway comment about it (for example: "Could you please give me inspiration on this roll?", "It would be cool if somebody could help me out on this roll", "Man, I feel really inspired right now", "Don't waste your Precision Attack on this roll, I'll just inspire you if you fail").


This mechanic is meant to replace the original inspiration. Instead of the DM awarding Inspiration to a player, it's the players themselves who help each other during hard times.

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submitted 7 months ago* (last edited 2 months ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

So, a friend of mine wanted to play this class for our homebrew campaign, but as all things DanDWiki related, there were balance issues, and many features were poorly written, overlapped or made no sense at all… You get the gist. Typical DanDWiki stuff.

Anyway, I really had no interest in the class itself (and I have not played the game the class is based on, Darkest Dungeon), but my friend was really keen on trying it, so we sat down and worked together to fix it. We kept as much of the original flavour as possible, rebalanced the class as best as we could, trimmed the fat, and then we gave it a nice aesthetic refinement. All things considered, I’m pretty satisfied with the result. The campaign will launch shortly after this post, which should provide better context and feedback, but for the time being, I’ll release it here as well, in case others are interested.

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online pdf reader): https://mega.nz/file/qYNXhZ5L#r-HBUsWD8ElC1nNNcUtj24QyTkLy9TKRUe11G8ZgFH0

Page 1 - Cover Page 2 - Class features Page 3 - Class features Page 4 - Relics Page 5 - Subclasses BackCover

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submitted 9 months ago* (last edited 7 months ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

In the past few months, I've been hard at working creating revamped versions of subpar classes for the original game: the Heroic Warrior (revamped fighter), the Highlander (revamped Barbarian), and this one's the Disciple, my revamped Monk.

As always, the purpose of my reworked classes is to make them more fun to play, giving more choices to the player both during the character creation process and in day-to-day play, and to raise their power level to a more acceptable standard, while also keeping as many of the core features as possible and not raising the bar of complexity.

Unfortunately, with DnD 2024 approaching I doubt that these classes will see much use, so unless I really need them for my weekly plays with my party, I doubt I'll keep working on them, as I think there's just not enough demand. For this reason, these classes are presented as-is, even if they are incomplete (the Disciple, for example, has perfectly functioning class features but no subclasses) for the folks who, like me, is considering sticking to 5e.

Ko Fi: https://ko-fi.com/taverntalesdnd
MEGA (pdf download/online pdf reader): https://mega.nz/file/KY1H0BiI#Yf6DCCvjj-XzjY4nFMQCu1ay-NioKbhzC1eAikISTTs

Disciple - Page 1 Disciple - Page 2 Disciple - Page 3 Disciple - Page 4

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submitted 9 months ago* (last edited 6 months ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

Since DnD2024 is releasing soon and there's not much point in working on 5e classes anymore, I'm releasing everything I've created in the past few months, even if it's not finished.

The Highlander is my revision of the Barbarian. The revision aims at improving both the performance of the class (which, as most people know, was pretty much dead weight after lv~8) and the feeling during play (which means, having things to do other than raging and smashing stuff), while also keeping the core mechanics as close to the original source as possible, and without adding unnecessary complexity.

The class was meant to be played alongside my other homebrew classes, of which I've already released the Heroic Warrior (revamped Fighter). As you can clearly see, this homebrew is not finished: the class itself is functional, but there is only one subclass. I was planning on going back and adding new subclasses after I played a campaign as a Barbarian to get a general feel of how it plays, but I never got the chance and, with DnD2024 approaching, there's not much point anyway, as I don't think that people will play 5e classes anymore.

Having said that, I hope that you'll enjoy it. Feedback are always welcome, and I'm always curious to hear others' opinions on my design choices. Maybe one day I'll finish working on it!

PDF download/online reader: https://mega.nz/file/nIM2wKaQ#8mb9UbEGy908cSDe9CCyOdITa5HqVk_sMk0-NkvmdBU
Ko Fi: https://ko-fi.com/taverntalesdnd

Page 1 Page 2 Page 3 Page 4 Page 5

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submitted 9 months ago* (last edited 2 months ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

In the past few months, I have been working on revamped classes for DnD5e for personal use. This is my revamped Fighter, which I've played in a (still ongoing) campaign for the past few months and had a blast with.

Unfortunately, with DnD 2024 approaching, I see very little incentive in working on this still. I don't even think people will be interested in trying it with the new rules. I don't like DnD 2024 and the 2024 Fighter looks bland and boring to me, so I'll keep playing this one instead, but I don't see myself updating it further in the future unless I find a really broken combo that needs addressing.

Please, enjoy :)

Online reader and PDF download: https://mega.nz/file/uV0GyRzQ#6_vcbFr1cFp4N7Tri6Ag_3RM_Ar6L3LC7yyx6yyUw0A
Ko Fi: https://ko-fi.com/taverntalesdnd

page 1 - Class features Page 2 - Class features Page 3 - Class features Page 4 - Class features Page 5 - Martial Archetypes Page 6 - Martial Archetypes Page 7 - Martial Archetypes Page 8 - Martial Archetypes Page 9 - Martial Archetypes Backcover and Credits

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So these items are "kind of" cursed, where instead of them just being "using these are a bad idea" they are "using these are risky" these are potential gifts from the God of Chance, entertainment, gambling, and risk.

Any suggestions on these, or any new ones you think I should add?

Orb of random dragon! - Throwing this orb as a bonus action to the ground summons a draconic spirit from another dimension, roll to choose the color. It may or may not be hostile to you. The dragon can return to their plane at any time and vanishes back if slain. Single use.

Double or nothing - A magical coin with an X on one side and a winking dragon on the other. On taking damage, as a reaction flip a coin. Heads you take double damage, tails you take no damage. Single use.

Mirrored coin - On breaking this coin as a bonus action you let out an aura of bad luck that lasts for one minute. You have disadvantage on all saving throws, and any saving throws you force another creature to make they also have disadvantage. Single use.

Amulet of bloody good luck - Before making a saving throw you can activate this amulet as a reaction and roll a d10 and add the result to your saving throw. You take 5 force damage ignoring temp HP * the amount rolled on the d10.

Push your luck - On failing a saving throw as a reaction you may roll again using this bracelet, if you fail again you suffer the normal consequences as well as getting 2 levels of exhaustion.

Staff of odds - This magical staff with a laughing jester atop it has a -2 to hit on any spells cast from it, but crit on a 20 or 19

Call to the unknown - A golden wired diamond ear piece. Expend a spell slot as an action while targeting a creature. A spell of that level + 1 is randomly cast targeting that creature. Concentration is held by the Call to the Unknown and must be destroyed to end the effects early.

All on black - A necklace of a roulette wheel. As a bonus action activate the necklace by spinning it and roll a d10. On evens instantly have the benefits of a long rest. On odds, fall to 0 hp and become cursed for 12 hours. While cursed this way you are stable, can not regain HP, and this curse can not be removed except for Wish or act of god.

Dressed to kill - This wispy reaper like cloak means you no longer roll death saving throws, but die if you hit 0 hp as you are whisked into the cloak. Creatures you reduce to 0 hp instantly die even if they would normally stabilize or have death saving throws, as the soul is instantly brought into the shroud. The creature can not go to a clone or be revived until freed from the cloak.

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another probably not well balanced one (sorry, feedback always welcome). also last one for clerics

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i don't think this one is very balanced so please help with that if possible, thanks

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CONSULT THE UPDATED VERSION OF THE CLASS HERE: https://a.lemmy.world/lemmy.world/post/18745638

Page 1 - Class features (1) Page 2 - Class features (2) Page 3 - Class features (3) Page 4 - Class features (4) Page 5 - Subclass: Blademaster Page 6 - Subclass: Commander Page 7 - Subclass: Green Knight Page 8 - Subclass: Psyker Page 9 - Subclass: War Veteran BackCover and Credits

The Heroic Warrior is a revamped Fighter that shares some similarities with the One DnD version of the class, but replaces the weapon masteries (which I honestly find overly simplistic and boring) with battle maneuvers and additional fighting styles.

The goal is to create a martial class that's simple to use, fun to run over multiple sessions, and on a more equal power level with casters, while also trying not to dilute its "martial" nature with spells-like or arcane powers (such as giving it overly flashy maneuvers).

The four subclasses provided are heavily inspired or directly derived by existing subclasses: the Blademaster is a blend of Battle Master and Cavalier, the Commander is an improved Purple Dragon Knight/Banneret, the Green Knight combines the Eldritch Knight and the Arcane Archer and gives them Pact Magic with third caster progression, the Psyker is a middle ground between the Echo Knight and the Psi Warrior, and lastly, the War Veteran is a mix of Champion and Samurai.

Feel free to comment and share your thoughts; I'll be happy to improve the class following other people's opinions and suggestions.

Ko Fi: https://ko-fi.com/taverntalesdnd

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"Aren't there many unhappy couples, if cross species reproduction isn't very common?"

This question was posed tonight in my #ttrpg session. While I'm open to the concept in my homebrew, looking at for example base #dnd where we got Half-Orcs, Half-Elves and Half...-lings(?), I found the question very interesting and wanted to ask the wider community.

How do you fine folk handle to topic?

#pathfinder #osr #nsr #dnd5e

@dndhomebrew
@dnd@lemmy.world
@DnD@kbin.social
@askgamemasters
@worldbuilding
@ttrpgs

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submitted 1 year ago* (last edited 1 year ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

I've been working on this one for a while, and I'm happy I've finished it in time for the release of Dune 2!
The Ashworm Dragoon was a prestige class in DnD 3.5, meant as a "mundane" (as in, non-magical) special mount for fighters.
The two main hurdles when writing this class was finding a way to have the ashworm come back to the player in the event of death (most familiar subclasses in the game don't have this problem, as the character has spell slots to heal/resurrect their faithful friend) and balance the burrowing speed of the ashworm (I actually found that the rules are a bit more restrictive than I thought, and I've added a few more to prevent strategies that the players could employ to cheese encounters using their burrowing speed).

Page 1 - class features

Page 2 - companion stat block

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Download link (MEGA)

Imgur album

Please consider leaving a tip if you like my homebrews! https://ko-fi.com/taverntalesdnd

Cover Page 1 Page 2 - Barbarian: Path of the Magpie Page 3 - Fighter: Ashworm Dragoon (1) Page 4 - Fighter: Ashworm Dragoon (2) Page 5 - Fighter: Purple Dragon Knight Page 6 - Warlock: Undying Page 7 - Wondrous items: Banner of the Valiant, Gloves of the Savage, Phylactery, Saddle of the Nomad BackCover

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By me~

https://docs.google.com/document/d/1eFc2qQTY9P3ym9fyMNYHC_mIogpt9kNrOdm5n_yj1cs/edit#heading=h.6xjrgcowqrbb

This is a large homebrew that has the primary goal of allowing you to play as actual true dragons in a DnD setting without being unfairly overpowered.

To accomplish this...

A) I've included some guidance on how to better balance high level content

B) I've designed eight dragon-only classes, which are equivalent in power to the existing bard and wizard classes.

C) I've re-introduced a simple mechanic that allows martial characters to function much more effectively in combat; Flat Damage Reduction.

D) I've playtested it and refined it constantly for months

Also it contains a few new feats and spells that are suitable for use by humanoid characters! Complete with my personal guarantee that all of this stuff is at least as well-balanced as basic 5th edition DnD.

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submitted 1 year ago* (last edited 1 year ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

I love the banneret as a concept, but I absolutely loathe the execution. The main problem of the original class is that Rallying Cry is not good until you reach higher levels and you only have one use of it, Royal Envoy feels more like a ribbon feature, and Bulwark is so specific in its trigger requirements that you may play an entire high level campaign and never successfully use it once.

With my rework, I tried to make the features more useful and their use more frequent, while also maintaining as much of the original concept as possible and striving to keep the class simple (without adding unnecessary stuff like a banner mechanic, warlord-like maneuvers or anything like that).

Art credits: Purple Knight by BryanSyme

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A friend of mine wanted to play an improvised weapon-wielding barbarian. He was using a homebrew subclass he found online, but frankly speaking, it was terrible, so I reworked it. This is the result of 2 hours of rushed brainstorming and development. I'm not a barb main, so I'm not really familiar with how they work, but I'm satisfied with the result.

While creating the subclass, I tried to satisfy the following demands:

  • Allow the player to use unarmed strikes and improvised weapons, obviously.
  • Try to make improvised weapons unique and not just "reflavoured martial weapons" (achieved with the random roll and additional effects to unarmed stirkes and attacks with improvised weapons, I hope).
  • More choices during combat. The person who was going to play this doesn't like how shallow and same-y most martials in 5e play (hence the "Barbarian Exploits" feature at 6th level).

Any kind of feedback is very much appreciated!

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I hope everyone is having a Fantastic December! With the Holidays in full swing, I wanted to give everyone here a present, by doing all the prep work for a fantastic Holiday One-Shot for you! Then, in turn, you can gift that experience to your players! And what better gift is there for players who have been so good, than an opportunity to let loose and be evil for a change! Yes, that's right, The Night before Wintermas is specifically designed for Level 5 Evil/Neutral aligned players.

Thanks to the creative mind of jmanc, you'll bring your players to The Town of Frosthold and join a morally bankrupt Toy and Tabacco company to put an end to Santa's charitable operations by Infiltrating his workshop and dealing with the problem for good!

Experience holiday music to fit every scene, face your favorite Christmas Characters...in a battle to the death, earn unique magic items to help you take on the fat man, and live vicariously through your newly evil characters! This is a One-Shot you won't want to miss!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes including links to music tracks for ambiance and fights
  • Special PDF for the encounter. This includes the enemy stat block organized neatly along with an initiative tracker and a spot to mark HP
  • An Alternate encounter PDF for Frosty and The Snowmen *(Updated 2023)
  • Custom Maps for Santa's Grotto
  • Custom Boss Fight Music
  • Handouts for the Scrolls of Haste and Invisibility
  • A Preview PDF of Flee Mortals

Other One Shots, Adventures, and Campaigns:

I hope you enjoy this as much as I did! If you have any advice on how I can improve my notes further, please let me know either here or leave a comment on the Google doc itself! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!

Cheers,

Advent

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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 fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

We're back at it again with another Level 1+ One-Shot, this time by the amazing Jennifer Adcock! Grammy's Country Apple Pie is the perfect One-Shot to run for a group of kids who are looking to just have some fun. They can go in the hard way and try to fight everything or they can try to practice those bard-like skills and converse their way through the challenges!

In Grammy's Country Apple Pie, a wizard named Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires your group to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.

Parents and Teachers can oftentimes be even busier than the rest of us and with this Fully Prepped One-Shot I hope I can help get families together and bring new generations of players to the table!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and a spot to mark HP
  • Custom Maps of Grammy's Bakery

Other One Shots, Adventures, and Campaigns:

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

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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 fully fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

It's October, the month of Halloween, so of course I had to prep a spine-chilling One-Shot! The Haunt is one of the highest-rated 5th-Level Horror-Themed One-Shots around by Phil Beckwith. In it, your players will have to survive, solve puzzles, and uncover the mysteries of Montarthas Manor.

In ages past, an ancient town was lost and destroyed by a siege of orcs. Only one building survived and to this day, the manor is the only still standing building to be seen for miles around. Some say it is haunted, a few whisper of great treasures within, whilst others whisper that it is the manor itself that lives! No one knows for sure, only that a great evil haunts its halls. Do you dare enter Montarthas Manor?!

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes, including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and a spot to mark HP
  • Handout for The Scroll of Invisibility
  • Custom Maps (Credits: just_2_clarify, Before the Lore, Anonymous, PogS_3)

Index:

Other One Shots, Adventures, and Campaigns:

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

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submitted 2 years ago* (last edited 2 years ago) by Aielman15@lemmy.world to c/dndhomebrew@lemmy.world
 
 

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drive link

the samurai is a versatile martial class that channels the mystical arts of their ancestors.

please give feedback.

currently I'm thinking of restricting the uses of stances to one minute and a number of activations equal to 1/4 level rounded up, let me know what you think? and if you have any ideas for subclasses let me know?

and I'm sorry for not holding up to my commitment to writing the articles I promised. I will work on them but I got caught up in planning for the game I'm running and helping a friend with a project and reviving my classes of sokoku (a series of classes I made for a rokugan game some time ago)

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