henwicks-library
henwicks-library
Henwick's Library
22 posts
Hi, I'm Nick (he/him), and I make homebrew content for D&D 5e and 5.5e! DM me for comissions if youre interested!
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henwicks-library · 2 months ago
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D&D Homebrew | Subclass: AI Reliant Wizard
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I've been a bit busy and haven't really had the time to continuously post stuff, so sorry about that. I did feel I had to make time to post this though, since I'm seeing more and more AI art used in homebrew, and even things written entirely in AI. Please support artists and flex those creative muscles by writing your own content! Practice is the only way to improve!
Anyways, hopefully you enjoy this silly Wizard subclass I cooked up, though I would definitely recommend not playing it.
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My asks are open, so if you have an idea for a homebrew you want made, send it in and I'll see what I can do!
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henwicks-library · 4 months ago
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D&D Homebrew | Subclass: Spellburst Sorcery
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Continuing my trend of reworking OneDnD content, I present the Spellburst Sorcerer, a revision of the Spellfire Sorcerer from the recently published Forgotten Realms Subclasses UA. Spellburst Sorcerers harness raw magic on a much deeper level than other Sorcerers, and are intrinsically tied to the Weave. While I personally don't believe the "magic incarnate" subclass should be fire themed, I know that Spellfire has some lore relevance from older editions. For that reason, I've also included a new Spellfire Sorcerer with the same revisions, but with that fiery flavor you love. Let me know what you think!
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My asks are open, so if you have an idea for a homebrew you want made, send it in and I'll see what I can do!
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henwicks-library · 4 months ago
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D&D Homebrew | Weapon: Elemental Scourge
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Elemental Scourge
Weapon (Any), Rare (requires attunement)
An Elemental Scourge takes its name from its color; for example, a Scourge with an affinity for Fire damage would be a Crimson Scourge. The Elemental Scourge variants are shown below.
Color/Name | Damage type
Amber | Lightning Cobalt | Cold Crimson | Fire Emerald | Acid Obsidian | Thunder
An Elemental Scourge has 5 charges. When you make an attack with this weapon, you may expend a charge to deal an additional 2d4 of the weapon's corresponding damage type. The weapon regains all expended charges daily at dawn.
As a Reaction to taking damage of the Elemental Scourge's damage type, you may gain resistance to that instance of damage. When you take this Reaction, you regain one expended charge.
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henwicks-library · 5 months ago
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D&D Homebrew | Subclass: 2024 Fey Wanderer Revised
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Next on the list of revisions is the 2024 Fey Wanderer. The main goal of this revision was to give the Fey Wanderer more tools to help them fill the Fey fantasy of trickery, and allow them to come into a role of a battlefield controlling support. Let me know what you think!
(Sorry about weird spacing on the second page, I... didn't want to find another image)
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henwicks-library · 5 months ago
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D&D Homebrew | Subclass: 2024 Gloom Stalker Revised
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Next up on the revision list is the Gloom Stalker. The idea for this revision was to move away from permanent invisibility, and towards a Rogue-esque gameplay loop of dipping in and out of hiding for additional damage. Let me know what you think!
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henwicks-library · 5 months ago
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D&D Homebrew | Subclass: 2024 Hunter Revised
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The first of my revised subclasses for 2024 is the Hunter! This revision centered on making the Hunter feel like the "most martial" of the Ranger subclasses, while still letting it keep up with the others. Let me know what you think!
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henwicks-library · 5 months ago
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D&D Homebrew | Class: 2024 Ranger Revised
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Perhaps my most ambitious brew yet, this is a full revision of the 2024 Ranger class! Each change is listed at the start of the class, with explanations for each change at the end. Subclass revisions will also be coming in the following days. Hope you enjoy!
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henwicks-library · 5 months ago
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D&D Homebrew | Rogue: Street Rat
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Roguish Archetype - Street Rat
Some rogues hone their skills with the blade or stealth, while others rely on their innate gifts to get by. For you, the only thing you can truly rely on is your own instinct. Maybe you grew up on the streets witnessing constant brawls, or maybe you never quite took the the ki side of monk teachings. Whatever the case, Street Rats excel in weaving in and out of combat, landing a few crucial blows before backing off to protect themselves.
Fisticuffs
When you choose this archetype at 3rd level, you gain the following benefits:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d6 in place of the normal damage of your unarmed strikes.
Your unarmed strikes can now trigger your Sneak Attack.
For Dungeon Masters
If your campaign starts at a level below 3, consider giving a player that plans to take this subclass the benefits of this feature at levels 1 and 2, so that they may better use Unarmed Strikes prior to choosing this subclass.
Street Smarts
Also at 3rd level, your instincts are sharpened in and out of combat. This instinct is represented by your Instinct dice, which are d6s. You have a number of Instinct dice equal to your Wisdom modifier (minimum 1). You regain all of your expended Instinct dice when you finish a short or long rest.
You can expend Instinct dice to fuel various techniques, which are detailed under the "Techniques" section below. You start knowing two such techniques: Bob and Weave and The One-Two. You learn more techniques as you gain levels in this class.
Unerring Instinct
By 9th level, your instinct has been further honed through time spent fighting. You gain advantage on Wisdom (Perception) checks made to detect traps and hidden creatures, and Wisdom (Insight) checks to determine if a creature is lying. Additionally, you cannot be surprised while you are conscious.
Skill Monkey
By level 13, your instinct has been perfected to the point that you excel even in things you have little experience with. You learn the Instinctual Skill technique.
Dirty Fighting
At 17th level, you've mastered the art of following your instinct to best take advantage of your opponent. You learn the Sucker Punch technique.
Additionally, you have advantage on opportunity attacks.
Techniques
Bob and Weave. When a creature you can see hits you with an attack, you can use your reaction to roll an Instinct Die. You add the number rolled to your AC for the rest of your turn, including against the triggering attack.
The One-Two. When you use your action to make a melee attack that misses, you can expend an Instinct Die to make additional melee attack with advantage, as part of the same action. If this attack hits, you add your Instinct Die to the damage
Instinctual Skill. When you fail a skill check that doesn't include your proficiency bonus, you can roll an Instinct die and add the number rolled to the check, potentially turning a failure into a success. You expend the die only if the roll succeeds.
Sucker Punch. When a creature within 5 feet hits you with an attack, you may use your reaction to expend 1 Instinct die to immediately make an opportunity attack against the creature. If the attack hits, you add the Instinct die to the damage dealt, and the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they instead miss their attack and become stunned until the end of its turn.
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Voltaic Fists
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Voltaic Fists
Weapon (Brass Knuckles), Rare (requires attunement) These brass knuckles have cyan gems embedded that crackle with innate electricity. When you hit with an attack using this weapon, the target takes an extra 1d6 Lightning damage.
This weapon has 7 charges. As an Action, you may expend up to 3 charges to channel yourself into a bolt of lightning. For each expended charge, choose a different creature you can see within 30 feet of you. You make a melee weapon attack against each target with this weapon, dealing 5d6 Lightning damage on a hit. You then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
This weapon regains 1d6+1 expended charges daily at dawn.
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Suplex Belt
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Suplex Belt
Wondrous Item, Common or Uncommon
This thick belt has a large golden emblem in the center. While wearing it, you have Advantage on checks made to grapple a creature or to escape a grapple. Once per turn when you deal damage to a creature you are grappling, you may move them up to 5 feet to an unoccupied space within your reach.
The Uncommon variant allows you to attempt to grapple a creature as a Bonus Action.
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henwicks-library · 5 months ago
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D&D Homebrew | Artificer: Tinkerer
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Artificer Specialization - Tinkerer
From humble toy makers to honored war mechanics, Tinkerers vary just as much as their creations. Crafting small robots called automatons, it is common to see a Tinkerer puttering about their workshop, followed by a swarm of their own design. Those who have witnessed a Tinkerer in battle know that, with or against them, there truly is strength in numbers.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Tinkerer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tinkerer Spells
3rd level - Command, Faerie Fire 5th level - Hold Person, Shatter 9th level - Slow, Tiny Servant 13th level - Faithful Hound, Resilient Sphere 17th level - Hold Monster, Telepathic Bond
Tiny Helpers
By 3rd level, your tinkering has culminated in the ability to create small automatons to aid you in battle. An automaton is friendly to you and your companions, and it obeys your commands. See its game statistics in the Automaton stat block, which uses your Proficiency Bonus (PB) in several places. You determine the creature's appearance; your choice has no effect on its game statistics. At any time, you may have a maximum number of active automatons equal to 2 plus one third of your Artificer level (rounded down).
Whenever you finish a Long Rest, you may magically create a number of automatons equal to your Proficiency Bonus. You may also expend a spell slot to create a number of automatons equal to the level of the expended spell slot. When you do so, the automatons appear in an unoccupied space within 5 feet of you.
In combat, your automatons share your initiative count, and act on a single turn immediately after yours. They can move on their own, but the only Actions they will take on their turn is the Dodge action, unless you take a Bonus Action on your turn to command them to take another action. If you are controlling multiple automatons, you can command any number of them, giving the same or different commands to each one. If you are incapacitated, the automatons will protect you from harm and attack your foes, taking Actions other than just Dodge.
If the Mending spell is cast on an automaton, it regains 2d6 hit points.
Tag Team
At 5th level, you better learn to utilize own attacks to command your automatons. Once per turn when you cast an Artificer spell, you may choose one target of the spell. If there are any automatons within 5 feet of the chosen creature, you may command one of them to immediately make an attack against the creature.
Swarm's Hunger
At 9th level, you upgrade the targeting systems in your automatons. When a creature destroys one of your automatons, you may use your Reaction to immediately command any number of your remaining automatons to move up to half their speed, and attack the triggering creature.
Production Line
At 15th level, your capacity to create your automatons greatly improves. Whenever you expend a spell slot to create an automaton, you may create a number of automatons equal to twice the level of the expended spell slot. Additionally, when you use your Action to create an automaton, you may cast a cantrip as part of the same Action.
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Earthwake Gauntlets
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Earthwake Gauntlets
Weapon (Gauntlets), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with these rune-covered gauntlets. While wielding this weapon, you can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
As an Action, you may invoke the runes to strike the ground with seismic strength. Each creature within 15 feet of you must make a DC 15 Dexterity saving throw as shockwaves emanate from the point of impact. A creature in the area takes 6d6 Bludgeoning damage and falls prone on a failed save, or half damage only on a success. Once this Action is used, it can’t be used again until the next dawn.
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henwicks-library · 5 months ago
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D&D Homebrew | Spells: Poison Spells
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Poison Spells
Twin Venom
Necromancy Cantrip
Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Druid, Sorcerer, Warlock, Wizard
A pair of ethereal fangs spring forth from you. Make a ranged spell attack for each fang. On a hit, the target takes 1d4 Poison damage. You can direct the fangs at the same target or at different ones.
Cantrip Upgrade. The damage of each attack increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Noxious Fumes
1st-level Evocation
Casting Time: 1 Action Range: Self (15 foot cone) Components: V, S Duration: Instantaneous Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
A puff of poisonous gas erupts from you in a 15-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 2d6 Poison damage and becomes Poisoned until the start of your next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Poison Quills
1st-level Transmutation Casting Time: 1 Reaction, taken in response to taking damage from a creature within 5 feet of yourself Range: 5 feet Components: V, S Duration: Instantaneous Classes: Druid, Ranger, Wizard
You briefly puff up with poisonous quills to fend off your attacker. The target must make a Dexterity saving throw. On a failed save, it takes 2d4 Poison damage and gains Disadvantage on the next attack roll they make before the start of your next turn. On a sucessful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The Poison damage increases by 2d4 for each spell slot level above 1.
Fumigation
3rd-level Necromancy
Casting Time: 1 Action Range: Self (10 foot emanation) Components: V, S, M (a single bean) Duration: Concentration, up to 1 minute Classes: Druid, Ranger, Warlock, Wizard
A cloud of toxic gas swirls around you in a 10-foot Emanation for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 Poison damage and falls prone in a coughing fit. On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
Viper's Kiss
6th-level Necromancy
Casting Time: 1 Action Range: Special Components: V, S, M (a serpent's fang) Duration: Instantaneous Classes: Druid, Warlock, Wizard
You materialize a small vial containing poison to be ingested by a creature. This vial lasts for 24 hours, before it and the poison crumble into dust. Alternatively, when you cast this spell, you may instead make a melee spell attack against a creature within 5 feet of you to inject the poison directly. A creature that ingests the poison or is hit with this attack is Poisoned for 1 minute.
While Poisoned by this spell, a creature has disadvantage on all Constitution saving throws it makes. At the start of each turn, the creature must make a Constitution saving throw. On a failure, the creature takes 2d10 Poison damage, increased by 2d10 each time the creature fails the save. On a successful save, the creature is no longer Poisoned and the spell ends.
This spell still affects creatures immune to Poison damage or the Poisoned condition, other than constructs. If a creature is immune to Poison damage, it is treated as resistant when taking damage from this spell. If a creature is immune to the Poisoned condition, it does not have Disadvantage on Constitution saving throws it makes while it is poisoned by this spell, and it has resistance to the spell's damage if it would not otherwise.
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Polymorphing Bracers
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Polymorphing Bracers
Wondrous Item, Very Rare (requires attunement)
These golden bracers latch shut around your arms, creating a tight seal where they lock. This item has 5 charges. As a Bonus Action, you may expend a charge and speak a command word to polymorph your lower arms to one of the forms below and gain its benefit:
Claw Your Unarmed Strikes deal Slashing damage. Creatures you hit with attacks bleed for an additional 1d6 Slashing damage at the start of their turns.
Tentacle Your Unarmed Strikes gain an additional 5 ft. reach, and you can attempt to Grapple as a Bonus Action.
Carapace You gain a +1 to your AC, and all Piercing and Slashing damage you take is reduced by 3.
Wing When you fall, you may glide horizontally 1 foot for each foot you fall, and you take no fall damage.
Toepad You gain a climbing speed equal to your walking speed.
Fins You gain a swimming speed equal to your walking speed.
When you polymorph, your weapons meld into your new form, granting your Unarmed Strikes the damage dice and magical properties of any weapons you were wielding before the polymorph.
The new form lasts 1 minute, or until you dismiss it as a Bonus Action. This item regains 1d4+1 expended charges daily at dawn.
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henwicks-library · 5 months ago
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D&D Homebrew | Monk: Way of the Vessel
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Monastic Tradition - Way of the Vessel
Monks who walk the path of the Vessel toe the line between the living and the dead. They enhance their abilities by opening their bodies to those in a world beyond ours. Some may choose to channel their ancestors for aid, while others call upon the dark powers of demons to possess them in return for great strength.
Inhabitance
At 3rd level, you have learned how to channel spirits through your body in order to strengthen yourself.
As a Bonus Action, you may expend 1 Ki point to channel one of the Spirits below. You retain the benefits of your channeled Spirit for 10 minutes, until you dismiss it (no action required), or until you are incapacitated or die.
Fleeting Spirit. Ethereal ribbons enhance your mobility. Your Unarmored Movement bonus is doubled, and you can move through other creatures as if they were difficult terrain.
Ravenous Spirit. Infernal energy shrouds your hands or weapon. Once per turn, if you make an attack roll against a creature and miss, you may make one additional attack against the same creature.
Warding Spirit. Spectral shields guard your body. At the end of each turn, you gain resistance to all damage. These resistances last until the start of your next turn, or until the next time you take damage.
Rapid Channeling
At 6th level, you are able to further open your body, allowing a greater degree of control over the spirits that inhabit you. While under the effects of Inhabitance, you may change your channeled Spirit at the start of your turn.
Spiritual Guide
Also at 6th level, you learn to passively channel spirits to retain some of their knowledge. Whenever you make a skill check, you may roll a Martial Arts die and add the result to the skill check. You can do this after seeing the initial roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 Ki point to use this feature again.
Soul Augment
At 11th level, you have forged a deeper connection to the spirits you channel, granting each of them additional effects:
Fleeting Spirit. When you use your Step of the Wind, you may use your walking speed to teleport rather than walk. You may teleport this way any number of times on your turn, provided you have remaining movement to expend.
Ravenous Spirit. When you use your Flurry of Blows, any creature that you hit with an attack granted by the feature can’t regain hit points until the start of your next turn.
Warding Spirit. When you use your Patient Defense, you also gain advantage on all saving throws you make until the start of your next turn, or until the next time you take damage.
Spirit Siphon
At 17th level, you've learned to briefly eject a creature's spirit from its body and channel some of its essence into yourself. On your turn, when a creature fails the saving throw against your Stunning Strike, you may spend 4 additional Ki points to eject its spirit and absorb a portion of its power. If you do so, you regain 5d10 Hit Points, and you may take an additional Bonus Action before the end of your current turn.
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Ravenous Blade
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Ravenous Blade
Weapon (any bladed weapon), Rare (requires attunement by a Blood Hunter)
This weapon constantly thirsts for blood. When you reduce a creature to 0 hit points with an attack from this weapon, you gain temporary hitpoints equal to the damage dealt by the attack.
You may channel this weapon's hunger to invoke a Blood Curse you know without expending a use of your Blood Maledict feature. Once this feature is used, it can’t be used again until the next dawn
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henwicks-library · 5 months ago
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D&D Homebrew | Item: Shadowboxers
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Shadowboxers
Weapon (any weapon with the unarmed property), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
While in dim light or darkness, any attack you make with this weapon has a reach of 15 feet, as your shadow extends to strike your target. The damage type of these attacks is Necrotic.
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