D&D 5E My current 5E Homebrew projects

Xeviat

Dungeon Mistress, she/her
Hey everyone. Unlike some, I still have my job and I haven't been getting to work from home (yay health care), but decreased traffic has been giving me a shorter commute and I'm getting to run D&D games on Roll20 again, so I'm deep in thinking about my D&D projects. Which would you like to see completed more:

* Variant Monk: I'm rebuilding the Monk as a 1/2 Mystic, though keeping short rest ki recovery. This will allow players to pick and choose their ki powers, ranging from the core monk, down to more grounded/realistic monks, up to ridiculous DBZ monks. It also comes with a short rest mystic version, and a fighter and rogue subclass for 1/3rd ki using mystics.

* Short Rest MP system: rather than having spells recover on long rest, this variant system will utilize short rests. I think it will allow for more varied structures to adventuring days. It will be more possible to balance single fight days against long many fight days.

* Rangers and Animal Companions: my group has tasked me with making a variant ranger that has their animal companion as part of their base class structure. The intent is to have subclass be centered around the favored enemy (dragon slayers, giant slayers, horde breakers, bounty hunters ...), And to have it be more of a druid/rogue than a fighter/rogue/druid.

* Variant Wild Shape and Polymorph: I'm nearly finished with a whole sale revision of wild shape and Polymorph. Rather than the simple method of just using the animals' star block, it will be more like Pathfinder and 4E D&D and forms will just grant extras rather than taking over your stats. I hope to make the Moon Druid more balanced with it.

* Maneuver System: In the hopes of making martial combat more interesting, I have a system for adding effects to attacks. There will be variable ways of using the system, from keeping it behind the DM screen and asking players to be descriptive about what they're trying to accomplish (I attack the dragon's wing to keep it from flying away), to a fully customizable system where players build their own maneuvers or use them on the fly.

Does anything strike your fancy?
 

log in or register to remove this ad

We have a revised ranger beast master subclass that works well for us (based heavily on the UA ranger).
I started work on a maneuver system, but abandoned the project because often simply "attacking for damage" was more beneficial until tier 3 and 4--then some of the options became relative.

Personally, my biggest hurdle right now is asking myself this: is there a need to do this? do I need a whole-scale homebrew or can we just make an individual ruling this time?
 

We have a revised ranger beast master subclass that works well for us (based heavily on the UA ranger).
I started work on a maneuver system, but abandoned the project because often simply "attacking for damage" was more beneficial until tier 3 and 4--then some of the options became relative.

I've seen good revised beast masters, but for class identity we want to try out having all rangers have companions like in 3E. Having the companion be their damage feature might make for an interesting design.

For the maneuvers, that might be the case, but we found fighters using their 1W+Str+slow attacks just as often as their 1W+Str+con attacks in 4E, so I'm real excited to test out maneuvers. Plus, like, using ray of frost to freeze someones boot to the ground instead of damaging them, or a fire bolt to dazzle, also increases versatility.

Personally, my biggest hurdle right now is asking myself this: is there a need to do this? do I need a whole-scale homebrew or can we just make an individual ruling this time?

Sometimes, the act of homebrewing is a hobby in itself.
 

Sometimes, the act of homebrewing is a hobby in itself.

True enough! But at this point I am about homebrewed out. ;)

I have a friend who loves to design RPGs as one his hobbies. For me, unless I think something will actually come out of it, I am losing interest quickly. I want to make something people will actually want to play, and not just my own group...
 

* Short Rest MP system: rather than having spells recover on long rest, this variant system will utilize short rests. I think it will allow for more varied structures to adventuring days. It will be more possible to balance single fight days against long many fight days.

* Maneuver System: In the hopes of making martial combat more interesting, I have a system for adding effects to attacks. There will be variable ways of using the system, from keeping it behind the DM screen and asking players to be descriptive about what they're trying to accomplish (I attack the dragon's wing to keep it from flying away), to a fully customizable system where players build their own maneuvers or use them on the fly.

Does anything strike your fancy?
All sound pretty cool but these two especially
 

Remove ads

Top