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D&D 5E How much homebrew material do you use?

How much homebrew stuff do you use?

  • Loads of it

    Votes: 41 59.4%
  • Some, occasionally

    Votes: 23 33.3%
  • None: official stuff only

    Votes: 5 7.2%


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My settings are 100% homebrew. My monsters are maybe 60% homebrew, 25% customized, and 15% by-the-book with no changes. Magic items, about 10% homebrew. (I have a bad habit of putting tons of planning into my encounters and none whatever into the loot from said encounters; so when the players say "We loot the room!" I flip open the DMG and pick out goodies on the fly.)

On the player side, I made a bunch of homebrewed backgrounds for my last campaign. The idea was to drive more engagement with the setting. It was a lot of work and results were mixed, so I may or may not do it again. I haven't done any homebrewed spells, classes, races, or feats in 5E, but might do so in future.
 


None if I can help it. Otherwise, very little.

Discounting the world and adventures themselves mind you, that's simply arranging the building blocks in a new order, I'm still using WOTC building blocks.
 

I have several homebrew classes and subclasses that are available for my players, all of which I've written; a few subclasses and classes that I've found on various websites, as well. The campaign setting is a hideous conglomeration of barely contained insanity, and the campaign itself is a combo of four other adventures into this one long crazy thing that, somehow or other, seems to be working, much to my own amazement.
 

For the last few years playing 5e I first played LMoP mostly as written to get a handle on the new rules. After this, I continued the same region and town with NPCs, but completely made the adventures. I'm now on the 3rd campaign using the same area of FR. I use the material on background and gods and such from FR, but the adventures are written and most of the magical weapons are homemade.
 


The main parts i look for in choosing a game system are:
1 Ideas its setting sparks for stories and material i can use in that light.
2 Useful chargen that also provokes ideas
3 useful mechanics that suits the theme of the game.

For 1, i am perfectly willing to change lots as fits my own campaigh as long as it repuposes what is there.

For 2 or 3, i want it to be maybe 90% working for me as written.

I will gladly take other bits and pieces from anywhere to adapt and repurpose.

But if 1-2-3 are not up to snuff percentage wise, i feel have likely made a bad choice of system and setting for the campaign.

But character, story plot etc go their own way, detived as much or more from the PCs and players.

Sent from my VS995 using EN World mobile app
 

Nearly all my enemies are homebrewed, bc I don’t like 5e’s monster design much.

Most of my players have homebrew items, spells, or races, or even some feats. We don’t use much homebrew for subclasses anymore, but there are still some.
 

I scribble some imaginative ideas the day of the evening session, load some Google images onto Roll20, and stumble through the session, so I would say much is homebrewed. I do use the official rules as a basis however, and the world is ostensibly Eberron (although at present the heroes are exploring a Pellucidar-like hitherto-unheard-of part thereof). I run monsters completely on the fly, improvising numbers and abilities to suit the situation.

I would allow homebrewed stuff to be played by my players but they almost always just make their characters by the books.

twig and branch woman.jpg
 
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