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I have a Pegasus Knight class, if that sounds like something you'd be interested in.
(Not restricted to pegasi - you could have a dragon, a flying cloud, an unusually modified motorcycle...)
I’d love a good monster rider class for dnd or a maybe ranger subclass that specifically is like, a beast master but for mounts only idk if that’s a thing that might just be a cavalier but it’s not the same as what I want so like???
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The encounters it would work best on are ones with high Intelligence, and even then the value you get is less than "dude swings a sword." Most high-int monsters will be threatening bosses just due to the narrative nature of D&D, which are encounters where the Bard usually has more important things to worry about than dealing damage. I'd try it out and see if it breaks anything, but it seems fine to me.
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Is this balanced? A bard wanted to use this homebrew spell... I think it's a little bit too much damage, but I need help rebalancing
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Custom Warlock class for one of the players in my CoS game.
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For all the people who complained that Myconids aren't plants, here's a plant race! I call them Phylora. I tried to make them setting agnostic so you could do whatever with them! (Version 1)
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I've briefly touched upon this topic before but here goes; I know you can play D&D for pretty much free because it's extremely easy to pirate, but I think we've settled by now that piracy doesn't actually hurt companies as much as they want us to think, meaning that pirating D&D isn't as big of a "stick it to WotC" move as it's often presented as. Of course if you absolutely have to play D&D (but, like, why?) you won't get any moralizing from me about piracy, like, ever.
But the point is: supporting another game either monetarily or with your valuable time is a much more direct and tangible way to stick it to the cultural monopoly of D&D than playing D&D and not paying WotC. I mean if it's another big-ish publisher I don't have a lot of faith in their working conditions being much better than WotC's, but in some cases it probably is so. As it often happens, the market leader can often afford to pay its employees worse simply due to those positions being more desirable.
But anyway who cares, there's lots of games out there where you can actually get a full game sometimes for less than the cost of a single D&D book and since those games are often built as more focused experiences than the D&D "forever game" formula you're actually more likely to get to experience all of the game instead of a lot of the content existing just as shadows on the cave wall.
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"When you use your Sneak Attack feature, any number of creatures within 5 feet can make a melee weapon attack against the target."
"As a reaction, right?"
"..."
"As a reaction, right?..."
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Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
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I have had this queued for half a year.
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Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
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The Priest Class Update!
The 'Truth and Lies' Update
Level 1-17 Playtest - V1.0
For people who haven't seen before, priest is a point-based, divine spellcaster, with a big focus on customisability
You can choose:
What your casting stat is (Int/Wis/Cha)
Your Method of Worship, a subclass that augments spellcasting (Prayer, Sacrifice, Song, Spirit, Study)
Your Divine Calling, a second subclass that impacts your general playstyle (Cultist, Judge, Oracle, Truthseeker)
Your Deity's Domain, a small expanded spell list with a bonus feature, as you level you gain more and can channel a different one each day (16 options currently)
The document also contains a bunch of spells, and a feat to let you tap into the power of the priest!
New to this update are level 14 features for all Methods of Worship, the Trickery Deity's Domain (as voted on by members of my Discord Server), the Truthseeker Divine calling, and the 8th and 9th level spells for the class!
If you want to keep up to date on teasers, help shape the design going forward, and/or vote on future inclusions, come join the Discord!
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I'm aware this has probably been talked to death in TTRPG circles, but I do like that Daggerheart uses the terms "ancestry" and "heritage" rather than race. It's not groundbreaking by any means, obviously. But it's a recognition of how the term "race" has been used thoughtlessly in TTRPGs, both on a design level and in individual games. Stepping away from that is a good idea IMO.
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Hello! I'm finally bringing the seasonal event I host! It's time for the Genasi and Aasimar Secret Satan 2024. It's the fourteenth edition we host- Last one had 207 participants!
This one is all about Aasimar (celestial characters) and Genasi (elemental ones). As always, it's not actually DnD or PF2e specific, if you have something that fits the general theme, feel free to join! You can do so by filling this form, but please make sure to read the rules carefully, we've updated them!
Inscriptions will be open up until 9 of March (with it included), so make sure to get in there before they close! As always, feel free to ask if you have any question, and please reblog so we can reach more people!
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Reblog for sample size.
Inspired by this post by @real-fire-emblem-takes, but in reverse.
(Detailed descriptions under the cut!)
(Only 12 poll options, no vanilla extract today :V)
Archer: Rarely get the spotlight, given that they aren't meant to frontline, but they have their moments - 3-13 can attest to that. Fliers are especially vulnerable to their arrows. Usually has the choice of upgrading to the mounted Bow Knight class, which gives it high mobility and swords for self-defense, or the Sniper class, to volley enemies with critical hits.
Barbarian: Fighter, Pirate, and similar classes are lumped with this as well - all being axe-wielding units whose low defenses are offset by massive HP. This is further emphasized by them promoting to the Berserker class, which ramps up their crit rate as well as giving additional skills that play into getting hit, such as Wrath (increases crit rate at low HP), Defiant Strength (increases damage dealt at low HP), or Counter (reflects physical damage taken).
Cavalier: All-around units with good mobility, they're usually reliable choices to invest into. Promotion options include the Great Knight class, which boasts mastery over every physical weapon, or the Paladin class, which gains powerful anti-magic abilities.
Cleric: The classic uwu squishy healer that you need to protect. Some variants also get horses or even flying mounts. Their magic staves provide powerful utility, from healing to teleportation to damage mitigation. They usually get over the whole pacifist thing when they promote, whether it's to the Sage (which gains the ability to blow enemies up with magic), Bishop (which gains the ability to smite monsters with lasers), or War Cleric (which just starts hitting enemies with axes).
Dancer/Songstress/etc: One of the more unique support classes. Combat abilities usually range from minimal to nonexistent, but that rarely matters when you can let your strongest unit take twice as many turns, sometimes with other benefits like healing or stat buffs as well. A special class, most games only ever let you have one. Generally don't promote.
Dark Mage: More durable than your usual mage, but lack the raw offensive power - sometimes due to their combat stats being lower, sometimes just because dark magic comes with significant penalties. Dark Magic has many unique spells, such as Nosferatu (leeches the lifeforce of enemies to heal you), Mire (blasts enemies safely from across the map), Luna (ignores enemy resistance), Eclipse (instantly halves the target's HP)... There's a lot of interesting options for them. Promotion options include Sorcerer, which goes all in on combat abilities, Summoner, which summons phantoms to fight for you, and Dark Knight, which ditches dark magic for some reason to ride a horse and hit things with swords.
Knights... Heavily armored units, but with low speed and mobility. Usually get ignored in favor of flashy, fast units, but there's something to be said about being an invincible wall. Watch out for mages, though. And armorslayers. And poison, and stat debuffers, and true damage, and turn-based reinforcements... Anyways - their promotions include the Great Knight (detailed above) as well as the General, which gets even more defense as well as skills like Rally Defense to bolster that even further.
Mage: The glass cannon of magic builds. High speed and offensive abilities, but unlikely to take many hits, especially on the physical side. Promotion options include the Sage, which further bolsters their magic and gives them access to staves, Dark Knight (though they don't lose dark magic in this case because they dont have dark magic to begin with), and Mage Knight (which I'm pretty sure is also basically the same thing? Magic sword guy with a horse.)
Mercenary/Myrmidion: Two flavors of "person with sword." The Mercanry tends to be more durable and hard-hitting, while the Myrmidon has greater speed and skill for critical hits. The Mercenary can expand ther repertoire on promotion to Warrior, which also gains bows, or Hero, which gains axes; either way, they gain powerful options at range. Meanwhile, Mymidons promote to Swordmasters, with peerless speed and crit rate, or Assassins, who can instantly kill enemies. Occasionally.
Pegasus Knight: Highly mobile due to the horse with the wings, and also boast high speed; however, their strength and durability leave much to be desired. Obviously an inspiration for my own Skywatcher class (though it's not the only one, as it also draws from Fate's Rider class). A favorite choice for speedrunners due to their mobility, being able to outrun just about everything while also flying over obstacles. Some games have them change out their steed on promotion, such as to Griffon Rider, Wyvern Knight, or Dark Flier, while others further empower the pegasus knight as a Falcoknight or Seraph Knight. Also notably are the main source of Galeforce and therefore may or may not have caused an entire generation of eugenics simulators.
Shifter: This is where I'm lumping together all the transformation classes. Laguz, Manaketes, Taguel, Kitsune, Wolfskins, all of them go here. Usually gain massive stat boosts on transformation, but are extremely vulnerable when untransformed. These are also an inspiration for one of my own classes, being the Shifter.
Theif: 90% of the time, they're shady dudes who steal your loot and run away. Weirdly enough, they often lose this ability when they promote - usually to an assassin capable of instantly killing foes, but some games have other options like the Trickster, which also gets support magics like the Cleric.
There are other "base" classes, but most of them are either unique special classes or can be folded into one of the above options.
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Heres the Mossfoot Homebrew information/ Feel free to read through and make your own/
Big credit to @chaotier for text and adaptation and @monstrous-ideas for the traits and stats/ Thank you so much to both//
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Inspired by this post by @real-fire-emblem-takes, but in reverse.
(Detailed descriptions under the cut!)
(Only 12 poll options, no vanilla extract today :V)
Archer: Rarely get the spotlight, given that they aren't meant to frontline, but they have their moments - 3-13 can attest to that. Fliers are especially vulnerable to their arrows. Usually has the choice of upgrading to the mounted Bow Knight class, which gives it high mobility and swords for self-defense, or the Sniper class, to volley enemies with critical hits.
Barbarian: Fighter, Pirate, and similar classes are lumped with this as well - all being axe-wielding units whose low defenses are offset by massive HP. This is further emphasized by them promoting to the Berserker class, which ramps up their crit rate as well as giving additional skills that play into getting hit, such as Wrath (increases crit rate at low HP), Defiant Strength (increases damage dealt at low HP), or Counter (reflects physical damage taken).
Cavalier: All-around units with good mobility, they're usually reliable choices to invest into. Promotion options include the Great Knight class, which boasts mastery over every physical weapon, or the Paladin class, which gains powerful anti-magic abilities.
Cleric: The classic uwu squishy healer that you need to protect. Some variants also get horses or even flying mounts. Their magic staves provide powerful utility, from healing to teleportation to damage mitigation. They usually get over the whole pacifist thing when they promote, whether it's to the Sage (which gains the ability to blow enemies up with magic), Bishop (which gains the ability to smite monsters with lasers), or War Cleric (which just starts hitting enemies with axes).
Dancer/Songstress/etc: One of the more unique support classes. Combat abilities usually range from minimal to nonexistent, but that rarely matters when you can let your strongest unit take twice as many turns, sometimes with other benefits like healing or stat buffs as well. A special class, most games only ever let you have one. Generally don't promote.
Dark Mage: More durable than your usual mage, but lack the raw offensive power - sometimes due to their combat stats being lower, sometimes just because dark magic comes with significant penalties. Dark Magic has many unique spells, such as Nosferatu (leeches the lifeforce of enemies to heal you), Mire (blasts enemies safely from across the map), Luna (ignores enemy resistance), Eclipse (instantly halves the target's HP)... There's a lot of interesting options for them. Promotion options include Sorcerer, which goes all in on combat abilities, Summoner, which summons phantoms to fight for you, and Dark Knight, which ditches dark magic for some reason to ride a horse and hit things with swords.
Knights... Heavily armored units, but with low speed and mobility. Usually get ignored in favor of flashy, fast units, but there's something to be said about being an invincible wall. Watch out for mages, though. And armorslayers. And poison, and stat debuffers, and true damage, and turn-based reinforcements... Anyways - their promotions include the Great Knight (detailed above) as well as the General, which gets even more defense as well as skills like Rally Defense to bolster that even further.
Mage: The glass cannon of magic builds. High speed and offensive abilities, but unlikely to take many hits, especially on the physical side. Promotion options include the Sage, which further bolsters their magic and gives them access to staves, Dark Knight (though they don't lose dark magic in this case because they dont have dark magic to begin with), and Mage Knight (which I'm pretty sure is also basically the same thing? Magic sword guy with a horse.)
Mercenary/Myrmidion: Two flavors of "person with sword." The Mercanry tends to be more durable and hard-hitting, while the Myrmidon has greater speed and skill for critical hits. The Mercenary can expand ther repertoire on promotion to Warrior, which also gains bows, or Hero, which gains axes; either way, they gain powerful options at range. Meanwhile, Mymidons promote to Swordmasters, with peerless speed and crit rate, or Assassins, who can instantly kill enemies. Occasionally.
Pegasus Knight: Highly mobile due to the horse with the wings, and also boast high speed; however, their strength and durability leave much to be desired. Obviously an inspiration for my own Skywatcher class (though it's not the only one, as it also draws from Fate's Rider class). A favorite choice for speedrunners due to their mobility, being able to outrun just about everything while also flying over obstacles. Some games have them change out their steed on promotion, such as to Griffon Rider, Wyvern Knight, or Dark Flier, while others further empower the pegasus knight as a Falcoknight or Seraph Knight. Also notably are the main source of Galeforce and therefore may or may not have caused an entire generation of eugenics simulators.
Shifter: This is where I'm lumping together all the transformation classes. Laguz, Manaketes, Taguel, Kitsune, Wolfskins, all of them go here. Usually gain massive stat boosts on transformation, but are extremely vulnerable when untransformed. These are also an inspiration for one of my own classes, being the Shifter.
Theif: 90% of the time, they're shady dudes who steal your loot and run away. Weirdly enough, they often lose this ability when they promote - usually to an assassin capable of instantly killing foes, but some games have other options like the Trickster, which also gets support magics like the Cleric.
There are other "base" classes, but most of them are either unique special classes or can be folded into one of the above options.
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You are my sunshine, my only sunshine.
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I appreciate these suggestions. Tbh I'm not well versed in the lore of the Forgotten Realms (let alone other games), so suggestions for gods are particularly helpful for cleric domains.
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Subclasseptember Day 17: Transformation
The Rebirth Domain - Homebrew Cleric Subclass
Sure wish I could cast Reincarnate on myself as an action. The Rebirth Domain isn't necessarily required to be transgender, but... come on, it's totally transgender.
While the subclass's description mentions turning an agent of darkness to light, it doesn't really get any features that would force that. There's no easy trick to redeem someone - you'll have to do it the hard way just like anyone else.
If anyone's confused, the image at the bottom is Monster Reborn. With a trans-colored filter over it, of course.
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More of a Plot Item for DMs and GMS to use, but this could easily be the catalyst for a new plot arc in your campaign!
Seed of Ruin
Wondrous Item, very rare
“A seed roughly the size of a person's fist. The outer shell looks like charcoal dusted with ash. It has a few large cracks that run across it and inside is a glowing, red hot core. The seed seeps out a sickly, orange miasma.”
This magic seed takes 10 minutes to plant firmly in the ground. Once planted it will start to take root and spread its influence to the surrounding areas. After the first 24 hours the seeds' corruption will begin to spread exponentially covering a 10 mile radius within 30 days. The corruption of the seed cannot reach further than 10 miles.
Land corrupted by this seed cannot support life, and so all plants will begin to wilt and die. Similarly, fauna will begin to migrate away from the land, or slowly starve should they remain. The corruption of the seed attracts all kinds of aberrations and monstrosities. If the seed is removed and the area it was buried in cleansed through the use of a hallow spell or similar magic then the corruption of the area will fade within the next 24 hours, allowing life to return.
Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 482+ magic items, tokens, maps, and more.
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thinking of making a dnd discord server
specifically, for forever dungeon masters, aspiring dungeon masters, and people who just want to talk about any d&d related media! you ever have the feeling of being DM and wanting desperately to talk about a campaign, but having no one to talk about it with?
that's the idea of this server! ideally it will be a nice and sizeable little community, where fellow DMs can share ideas, schemes, and plans for their campaign. this server will primarily be for d&d 5e, however, game masters who run other ttrpgs are more than welcome to join!
if enough people respond or message me about being interested in joining, then i'll launch a server!
additionally, this will be an 18+ server - sorry minors!
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