#dungeons and dragons homebrew
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bbubblerum · 2 months ago
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Art of the Villains of my DND campaign!
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sky-whale-creations · 2 years ago
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Introducing the Vessel class version 2.2!
It's been a long time for all of us, hasn't it? About 2 years ago this project started and now, slowly and surely, it closes in on its fully realized state
I already posted up the original subclasses: elder dragon, deep one, and primordial beast for all of your draconic, sea monster, and fuck off huge animal needs
Aaaand here we are with the 2nd batch!
The Destroyer, for ascended demons and rampaging angels
The High Fey, for the various tricksters of the Fey Wilds
The Dire Bloom, for supernaturally powerful flowers, trees, and what have you
As always I simply must thank my friend PJ, my collaborator, tester, and DM
My gf, who helped spark the Vessel class and plays the first ever vessel, Nia Rivers
And a special thank you to my dear friend Rowan who I lost very recently. The act of creating will save you. <3
As always you can find the full homebrewery document here: https://homebrewery.naturalcrit.com/share/n_swReh_PBe6
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roserysttrpggarden · 7 months ago
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The Accursed Playtest 1
Hi there~! I hope these...Interesting times have treated you well, if you want some reprive from the horrors of life, I come bearing you all a gift. My second custom class for Dungeons and Dragons 5th-edition. The Accursed! An individual who became cursed, and has since learned to control it, turning it into a source of power. If you've ever wanted to play frankenstein's monster, a werewolf, or something like the lich king then this is the class for you.
Playing an Accursed
As previously mentioned, the accursed is a half caster similar to your rangers and paladins, focusing on debuffing and other control effects, unlike all other casters, the accursed uses constitution as its spellcasting ability, for your power now derives itself from your now cursed vitality.
Hex Points: Rather than using spell slots, the accursed gains a tiny pool of points, known as hex points to cast their spells, as well as use other accursed abilities. Similar to ki points or the warlocks spell slots, your hex points are recovered upon completing a short or long rest, allowing you to quickly regain your powers on the fly.
Overchannel: Overchannel is a type of stance the accursed can enter as a bonus action, unleashing their afflictions full power, this could take form as a bestial transformation, or a storm of raw arcane energy. While you overchannel your curse you can spent hit dice, rather than hex points when using your accursed abilities, as well as gaining additional benefits determined by your subclass. However, this power comes at a price, for the entire time your cursed is overchanneled, you suffer from a penality.
Accursed Adaptations: As the accursed gains levels, it gains adaptations, ways its curses evolves to be even more debilitating, these are essentially the accurseds eldritch invocation. However, I tried to design these much more as additional abilities the accursed can use, rather than just passive effects they get, though there are absolutely adaptations that are more passive. Some of my favorite adaptations include Evil eye, which lets you see hostile creatures under the effects of your spells as if you had blindsight. Scourge strike, which lets you spend hex points to deal additional necrotic damage on a weapon attack or unarmed strike (Essentially the accursed version of divine smite). And Manifested affliction allows you to summon a ghostly representation of your curse to aid you in battle.
Subclasses
The accursed document features 8 subclasses for your accursed subclass to choose from, while I won't go into great detail for each, I will list what each one does.
The Curse of The Beast is a lycanthrope subclass that turns an accursed into a ravenous beast, unleashing flurries of strikes against their foes.
The Curse of The Immolated is a blaster subclass focused on dealing as much fire damage as possible, burning enemies to a crisp
The Curse of The Immortal turns the accursed into a healer, bestowing them plenty of temporary hit points.
The Curse of Rebirth is a necrotic tank that empowers itself with temp HP, gaining benefits while it has said temp HP.
The Curse of The Sickened is a potent debuff that slowly chips away at its opponents health with powerful poisons and diseases
The Curse of The Parasite is a flexible striker that uses its variety of mutations to adapt to any combat scenario.
The Curse of Misfortune is your archetypal accursed that debuffs foes and bends fate to its will.
And lastly, The Curse of The Warrior is your archetypal gish that turns the accursed into a potent weapon wielder (Especially if you pick up the more martial oriented adaptions)
Design Goals
The overall goal of the accursed was to create a unique caster that played with the idea of "power at a price" while you wield explosive debuff and control potential (As well as other roles depending on your subclass) you also suffer from severe debuffs and lack much in the way of resistances through the accursed itself. This created an interesting "power budget" when designing the class as I felt like I could get away with bolder abilities due to those debuffs being there. It was also interesting to design for since, to quote someone who's intelligence score is higher than my own (That I don't remember the name of as of writing) 5th-edition is not a system of downsides, the only feature I can think of that debuffs you off is frenzy on the berserker barbarian, and even then that got patched out with the new PHB, so it feels rather interesting to design a class that's build around downsides (Even if you do have a way to get around it temporarily) I also wanted to create an experimental caster for the simple fact that casters arn't my favorite to design for. They're fun to play absolutely! But designing for them feels a little tedious since spellcasting inevitably takes up so much of the classes power budget, not to mention that there's a good chance you'll have to write new spells to fit a specific class theme, and that I don't want to just make a slightly altered paladin or wizard. Here's hoping I succeeded at the later.
That's all you need to know about the accursed before testing the class out for yourself, the document also comes with several new spells, most of which were written for the accursed itself, as well as a 2024 rules conversion guide for those wanting to play the class with the updated PHB. I hope you enjoy the accursed, leave feedback and possibly play the class in your own games.
Have fun and make sure to play some D&D
Link to the PDF here
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homebrew-a-la-traumaverse · 2 years ago
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Subclasseptember Day 16: Weather
The Circle of Ruins - Homebrew Druid Subclass
Given their association with structures like Stonehenge, I'm surprised that this isn't already a thing.
Explicitly designed to be a tanky caster (unlike some subclasses *cough bladesinger cough*), with ways to help maintain concentration and further play into the delayed value that the Druid class already encourages. You broke my concentration on Call Lightning? Good thing I had a Moonbeam cooking that entire time. It also plays into some novel weaknesses, though - you're durable, but mobility is not exactly your strong suit. Endure as the ruins do.
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greenappleslices · 3 months ago
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A little follow up to my last Dungeons and Dragons post:
It’s a lot of homebrew style.
They don’t have to roll saving throws for spells cast by their party members unless their party members are willing to hurt them to hurt the enemy.
If they have the components of a spell, they don’t use a spell slot.
If they can find a song of the spell they want to use, it is considered an automatic hit.
There is a ball episode.
There have been two shopping episodes.
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fgg5ebrewery · 9 days ago
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Magicite system for 5e
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And as usual some mood music
The remains of Espers after they pass away, able to grant beings magic associated with them, to allow themselves to pass on their powers.
This system allows the DM to grant party these items, that while attuned will allow characters to learn spells over time as they gain XP, with these spells being permanently kept, as apposed to Materia where the spells can only be cast while they are equipped. The system has 6 example Magicite for DMs to build off of or expand at their own tables and details how they work for players.
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s1arco · 4 months ago
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jotun-philosopher · 5 months ago
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This was a lil' NaNoWriMo-esque project of mine -- I had an idea for an adventure that I used as a random background reference in one of my other fics, and I wanted to see if I could work it up into a playable D&D module! :D
I haven't had the chance to playtest it yet, but if it catches your interest, do please give it a try and let me know how it goes! Constructive feedback always welcome :)
And even if you don't play D&D, have a look anyway and see if you can spot all the Discworld references ^_^ (I've taken more-or-less equal inspiration from both Maskerade and the original Phantom of the Opera novel from ~114 years ago)
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masky-mask-art · 2 months ago
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Wood elves:)
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nepaklusti · 7 months ago
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Tieflings Reborn
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I have a strong disdain for 5e tieflings as they ripped all the creative aspects of tielfings from the original Planescape setting and made them all purple horned people and removed all ability to make them unique. So, I decided to rectify that with my own tiefling with customizable abilities to personalize your fiendish heritage.
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homebrewersscrapebook · 2 months ago
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Beskyr, The Broken Lich Lord of Bones
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[art by Epebe]
Beskyr was once a prolific spellsword and magical warlord. A man consumed inside and out by plots, schemes, and dark ambitions. A figure that terrified his allies and his foes with as he strode onto a battlefield, silver blade in hand as sun splashed against his jade armour. For Beskyr held no love nor compassion for those he deemed weak and beneath him, happy to cut down a soldier under his own banner just to get a clear view of a foe so he could strike them down with a bolt of lightning.
His predatory instincts even bled into his politics and allegiances. Poisoning those who he fear threatened by and conspiring and destroying the influence and prominence of many a great lord and house. Rumours have even been bandied about that Beskyr would hire mercenaries and assassins in an attempt to make him appear sympathetic as a victim of "corruption" and "Shadowy Hands" of the Court while alsousing them to take out the sympathetic cells of resistance of the other noble houses.
But all of Beskyr's terror and scheming came undone when it was revealed he had learned of the power to cheat death: Lichdom. At the moment of Beskyr's success, with him pouring his soul into a blood-red ruby, he was assailed by the King Renauld and his Magistrars, an elite unit of magic warriors. Beskyr lost the battle, but his phylactory was lost. Free of the death sentence and mortality, King Renauld had him temporarily petrified and sealed within a deep underground labyrinth. The dark, lightless maze is lined with potent wards and self-sustaining barriers of anti-magic, preventing Beskyr from ever escaping.
Lichdom may grant freedom from death, but it does not grant freedom from time. What eloquence and intelligence the Warlord of Staltvenheim had has eroded completely away, much like his skin, leaving nothing but howling monster in jade full plate rampaging in the dark.
Beskyr, Broken Lord of Bones stat page
Armour Class: 19 [jade full plate armour, enchanted]
Hit points: 180 [19d8 + 95]
Speed: 45 ft
Stat block
Str: 20 [+5] Dex: 14 [+2] Con: 20 [+5] Int: 12 [+2] Wis: 14 [+2] Cha: 18 [+4]
Saving throws: Str +10, Con +10, Wis +7
Skills: intimidation +9, perception +7
Damage Resistances: necrotic, bludgeoning, piercing, and slashing from non-magical attacks
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Darkvision 120 ft, passive perception 17
Languages: Common, Abyssal, Infernal
Challenge Rating: 14 (11,500 XP)
Traits
Legendary Resistance (3/a day): If Beskyr fails a saving throw, he can choose to succeed
Rejuvenation: If Beskyr's body is destroyed, he will reform around his phylactory in 1d10 days unless it is destroyed (AC 18, 50HP, immune to all non-magical damage)
Enchanted Armour: Beskyr's armour gives him the ability to cast shield (3/a day) as a reaction, adding +5 to his AC until the start of his next turn.
Broken Mind: Beskyr's shattered mind makes him immune to the effects of spells that would read his thoughts or impose the charmed/frightened conditions. His feral nature also means he rolls at disadvantage on Intelligence-based skills or checks.
Innate Spellcasting: Beskyr is a tenth level spellcaster. His spellcasting ability is Charisma (Spell Save DC 17, +9 to hit). He can cast the following attacks
At will: Chill Touch, Firebolt, Shocking Grasp, Toll of The Dead, Sapping Sting
3/a day: Inflict Wounds (3rd Level), Ray of Enfeeblement, Flame Blade, and Cause Fear
1/ a day: Shadow of Moil, Blight, Vampiric Touch (5th level)
Actions
Multi-Attack: Beskyr attacks twice with his Silver Greatsword of Ruin
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 5 + 2) slashing damage plus 9 (2d8) necrotic damage. On a critical hit, the target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects (roll 1d4, reroll on a 4):
Curse of Sickness. The target is poisoned for 1 minute.
Curse of Petrification. The target is restrained for 1 minute as their body begins to turn to stone. They can repeat the saving throw at the end of each of their turns, ending the effect on a success
Curse of Rage. The target is overcome with uncontrollable fury for 1 minute, treating all creatures as enemies and attacking the nearest creature each turn. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Legendary Actions: Beskyr can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time, and only at the end of another creature’s turn. Beskyr regains spent legendary actions at the start of his turn.
Detect. Beskyr makes a Wisdom (Perception) check.
Move. Beskyr moves up to his speed without provoking opportunity attacks.
Cantrip (Costs 2 Actions). Beskyr casts one of his at-will spells.
Greatsword Attack (Costs 2 Actions). Beskyr makes one attack with his Silver Greatsword of Ruin.
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bbubblerum · 1 year ago
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BBED: Big Bad Evil Dudes
Hello I'm Ana and I'm planning to make a few of these as a series! Each installment is a different Homebrew BBEG of a different Challenge Rating that is as fleshed out(And hopefully cool and fun!) as I can make it. The art and statblock for each is made by me and I hope you have fun using them, either as they are or reflavouring them. Remember the lore info and stats are there to inspire you to do what you want to do, not as hard rules!
Lore: Some say the Father of Steel was the original attempt at creating an Iron Golem. Others assume he was forged by the elemental chaos long ago. Whatever is true, this tall, floating figure comprised entirely of metal resides in his steel fortress Asthran on the Elemental Plane of Magma bordering the Planes of Fire and Earth.
Once upon a time he was bound to the Plane of Magma by a circle of powerful wizards. He is unable to leave until he breaks the spell cast upon him. There he endlessly schemes with his iron constructs and steel elementals to escape his imprisonment.  While he cannot leave, he has powerful mages in his employ ready to transport his servants to the material plane to enact his schemes. Upon arrival they are greeted by his numerous cultists and warlocks who expect to be rewarded when he finds his freedom.
The Father has the ability to control metal even when refined into items like weapons. He considers himself the master of weaponry and armour, and loathes those such as forge clerics who would consider their god greater in mastery.
I couldn't fit this on the statblock and make it tolerable but here are the layer actions!
Lair Actions: On initiative count 20 (losing initiative ties), the Father takes a lair action to cause one of the following effects; the Father can’t use the same effect two rounds in a row:
-Blades and metal spikes emerge from the floor in 10ft cubes centered on three points within 60ft that the Father can see. Each creature within the areas must make a DC 19 Dexterity saving throw or take 5d6 piercing damage. A creature who succeeds this saving throw takes half damage.
-The Father uses his mastery of magnetism to pull creatures towards him. All creatures of the Father's choice within 60ft must make a DC 19 strength saving throw or be pulled to an unoccupied space within 10ft of the Father.
-The Father pulls iron from the walls to forge into servants. 2d6 Azer are summoned and immediately act. They are under the Father's control.  Roll initiative for the new Azer or they act directly after the Father(Your Choice). If any Azer are still on the battlefield, the Father cannot use this layer action.
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yentaly · 1 year ago
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I made some eldtritch invocations for the archfey patron and I would like some feedback.
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Currently going through the dnd classes and buffing/ changing them for my group cause we identified that a few classes need buffs with our playstyle. And after buffing monk and sorcerer, warlock was next on the chopping block. The main class is reworked and I feel pretty good about it, the archfey subclass is the only subclass done so far but I felt like making unique invocations for each subclass. Here are some for the archfey and I feel like they are kinda busted (our group plays to high level and even then I think some of this is too good) and I would like to know what people think about it. Especially cause I want to learn when it comes to writing homebrew cause I am kinda tempted to put up some of the custom subclasses I have in my mind and written down up somewhere, but only if I feel like that I can actually write something somewhat good (trust me you do not want to know the busted piece of shit that my homebrew pyromancer sorcerer is for example, the only reason it has not killed my game yet is cause the player is not that good with the game mechanics and).
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roserysttrpggarden · 8 months ago
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Exalted Playtest 1
Hello there users of tumblr, after a long time in development, I now present the first playtest of the Exalted (Formerly known as the avatar) class for Dungeons and Dragons 5th edition. Originally created as part of my "Homebrew Class Design for Dummies" series, the exalted is a class based on divine heros such as Hercules, Sun Wukong, Cú Chulainn and Maui. As well as the Exalted TTRPG. You are a once ordinary individual that-through one way or another has been imbued with a spark of divine power, you now wield aspects of godly power as you carve your own legacy, weather that be as a great hero, a wise mentor or even a malevolent conqueror.
Playing an Exalted
For the most part, the exalted is a standard martial class, you choose your favorite weapon and you attack with it. However, the exalted has three core characteristics that make it stand out compared to other marital classes. Those being Willpower Points. Each time the exalted takes the attack action, it gains a willpower point, for every willpower point is has accrued it gains a bonus to the damage rolls of its divine implement (The classes signature weapon) Willpower points can also be spent to utilize special abilities, known as Providences
Providence Abilities: Providence abilities are miniature spell like abilities the exalted can preform by spending their willpower points, one example is "Split Heaven and Earth" which allows the exalted to cause a small earthquake, dealing damage to creatures in a 30-foot cone or 50 foot line, as well as creating difficult terrain. Providence abilities are granted both through your subclass, as well as through your epithets
Epithets: Epithets are the other main feature of the exalted, acting like a mix of warlock invocations and channel divinities, they grant you a unique providence ability. As well as granting you a passive ability known as a boon that enhances your capabilities.
Design Goals
Overall my goals for the exalted class are both A: To provide a more in depth and customizable martial and B: To make a class with the same level of flexbility as a cleric (Ie: where a whole party can play a cleric and still fill very distinctive roles) I also wanted the class to sort of redefine how the player thinks of the attack action, similar to a bladesinger wizard or the fizbans dragonborns. Hence why a good chunk of the providence abilities replace an attack action.
That's about all I have to say on the exalted playtest, the document also includes two new conditions, as well as a conversion guide for using the class with 2024 rules. I hope you'll read through the document, give me any feedback you got and possibly use this class for your own tables. Have fun and make sure to play some D&D
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homebrew-a-la-traumaverse · 2 years ago
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Objecthead - Homebrew Lineage by Nines, v1.0
Heads will roll... the dice.
Objectheads, as the name implies, have an object for a head. While this allows them to transcend many physical limitations, such as the need for food and sleep, they still need to keep their head on to survive - so maybe don't try replacing your head with a Revivify diamond.
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fgg5ebrewery · 8 days ago
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Hero class for 5e 2024
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The Hero, using powers you've never seen before, transforming into powerful armor to fight for those who can't defend themselves. Use your inspiring presence to bolster others and strike fear into foes.
Your special force determines your subclass: Troopers use weapons and get support of a robot companion they can summon to the field, it gets upgrades as you level. Magical Heroes get familiars and signature spells they can use to punish evil. And Renegades make use of special attacks and anything they can get their hands on to vanquish their enemies.
This class is designed for the 2024 edition, but you can remove the Weapon Mastery from Troopers to make it compatible with the 2014 edition.
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