D&D 5E Share Your Homebrew! (+thread)

Just found this spell in my spell compendium. I haven't used this spell in my campaign but it is a cool spell that Silt518 suggested on these boards a while ago. I think they said it was from the Maleficent movie (not 100% on that though). I really like the idea of the spell, the image of someone having spider-like legs sprouting from their back that they then use for climbing, combat, or a limited defence is a cool one.

Obsidian Spears
Sorcerer, warlock, wizard
Spell idea from Silt518 on ENWorld
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: S, M (a drop of ichor and a sliver of obsidian)
Duration: Concentration, up to one minute
Four obsidian spider-like appendages sprout out from your back. While active, you have a climb speed of 30 feet.

As a bonus action you can make a melee spell attack with a reach of 10 feet. On a successful hit, the target takes 1d6 piercing damage and 1d6 necrotic damage.

As a reaction to being hit, you can gain a +4 bonus to your armour class by using the spears to block the attack, doing so breaks the spears, causing the spell to end.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the necrotic damage by 1d6 for each level above 3rd.

I like it, but is it spears, or do you mean spider legs, like they have segments and the last segment is formed like a spear?
 

log in or register to remove this ad

I've homebrewed several weapons, some of which are just modified weapons from monsters. The new ones are:

Cutlass (martial melee) - 1d8 slashing damage; finesse

Mancatcher (martial melee) - 1d4 piercing; Reach, Special (you may attempt an maintain a grapple while using this weapon; a failed escape attempt deals 1d4 piercing damage), Two Handed

Double Crossbow (martial ranged) - 2d6 piercing; Ammunition, Heavy, Special (uses 2 bolts per attack, requires a bonus action to reload), Two Handed
 


A while back I made a College of Hymns bard, because I thought the idea of a religious bard made sense and there was some interesting stuff I could do with it. Most of the feedback I got back then was mostly positive, but that was like 3 years ago so some newer feedback would be nice to have. Plus there's an ability there that's kinda confusing to to explain the basics of in game language. although this might not be the best place, but either I can get some new words for it, or inspire a new thread about homebrew classes or something.

anyway, this is it:

Holy Training
When you take this archetype at 3rd level, you gain proficiency in the Arcana, History, or Religion skill (your choice), and you learn the Sacred Flame cantrip, which counts as a Bard cantrip for you.

Herald of Grace
Also at 3rd level, you gain the ability to bring your allies back from the brink using your charms. Whenever you cast a healing spell of 1st level or higher that only targets one creature, you may expend a use of your Bardic Inspiriation to heal one additional creature within 60 feet. The healing equals the result from your Bardic Inspiration die + your Charisma modifier + half your Bard level rounded down (minimum of 1).

Morning Star
At 6th level, you gain the ability to deliver a retributive strike to creatures that attack your allies. When a creature attacks an ally you can see within 60 feet of you, you can use your reaction to cast a Bard cantrip against that creature. If the creature is attacking an ally you have healed since your last turn, you have advantage on the attack roll, or the creature has disadvantage on the saving throw, whichever is applicable.

Gratitude's Reward
Starting at 14th level, you can share in the boons you grant to your allies. Whenever you cast a spell on a friendly target within 60 feet of you that is non-damaging, non-healing, and does not subject the target to any kind of saving throw, such as Invisibility or Freedom of Movement, you also gain the benefits for the duration of the spell as long as you remain within 60 feet of the target. If the spell affects multiple targets, choose one target that you must stay within range of to retain this benefit. You lose this benefit if the spell ends or is dispelled on either you or your target.
 

All for 5e:
Bloodied Hit Points. In addition to Hit Points, you get Bloodied Hit Points (HP). BHP = [STR mod + CON mod] x Size (Medium = 1), minimum of 1. You only take damage to BHP after your HP are 0 or on a critical hit.

Design Note: This makes 1st level more survivable and anything without "levels" just has BHP. It has the additional effect of adding significant HP to higher CR and larger sized monsters, which makes them last longer.

Critical Hit.
Max damage to HP and rolled damage to BHP. If it is a critical hit to BHP it is max damage + rolled damage to BHP.

Damage Reduction. Armor has a damage reduction equal to the armors AC - 10 (so plate has DR 8). However, this only comes into effect when an attack would damage your BHP (after your HP is 0 or on a critical hit). Otherwise armor and AC work normally.

Design Note: We have always homebrewed some version of damage reduction to our armor rules. It just feels right to my group. Personally, I think it works well with the bloodied rules as it is only important for dramatic situations (at 0 HP and critical hits) and does bog the game down. This also makes armor and strength better choices and high AC monsters sturdier. With an AC of 22 and ancient dragon has 12 DR, making it really hard for a group of peasant to take it down.

Extra Attack. Fighters can double damage on a single attack instead of taking another attack.

Heroic Surges.
In addition to healing you can spend HD as follows:
  • 1 HD, double your speed for 1 round.
  • 1 HD double your melee weapon damage die (dice) on one attack
  • 1 HD recharge a short-rest feature or ability
  • 2 HD recharge a long-rest feature or ability
  • 2 HD double damage die on two attacks (or one doubled attack - see extra attack. So a fighter could roll 4d10 + 8 by spending 2 HD on one dbl attack instead of 1d10 + 4 on two attacks normally)
 
Last edited:

1) I added the idea of the ''Inspiration'' pools as seen in the preview of Beowulf for 5e.
Inspiration can be pooled in a ''player pool'' and possibly transferred after a long rest to the ''followers'' pool where the players can spend a token to activate a Trait from a follower once per scene. The Dm also has an Inspiration pool replenished when players roll a 1 or fall to the dark side.

2) I also added the Follower mechanics from the same game, where retainers and helps dont have stats but only a list of traits that can be used with token from their Inspiration pool. After being activated once in a scene, the follower becomes ''tired'' until the scene changed. In combat they mostly fight in the background, but some of them can be activated to stall an enemy, cause damage or rescue a fallen character. But beware: activating such trait often cause a follower to roll a death save, and they only have one chance!
 

Well, as some of you know, I've been working on this for a while:

Probably gonna do a v4 at some point, starting a new thread in the process, and add in the Rabble Rouser subclass once I figure out how to properly pull it off. I think that will cover everything I want this class to cover but you never know. Maybe I could come up with a 'pet class' where you get a Squire but that seems like it would get complicated in a hurry.

I don't get a lot of feedback sadly.
 

All for 5e:
Bloodied Hit Points. In addition to Hit Points, you get Bloodied Hit Points (HP). BHP = [STR mod + CON mod] x Size (Medium = 1), minimum of 1. You only take damage to BHP after your HP are 0 or on a critical hit.

Design Note: This makes 1st level more survivable and anything without "levels" just has BHP. It has the additional effect of adding significant HP to higher CR and larger sized monsters, which makes them last longer.

Critical Hit.
Max damage to HP and rolled damage to BHP. If it is a critical hit to BHP it is max damage + rolled damage to BHP.

Damage Reduction. Armor has a damage reduction equal to the armors AC - 10 (so plate has DR 8). However, this only comes into effect when an attack would damage your BHP (after your HP is 0 or on a critical hit). Otherwise armor and AC work normally.

Design Note: We have always homebrewed some version of damage reduction to our armor rules. It just feels right to my group. Personally, I think it works well with the bloodied rules as it is only important for dramatic situations (at 0 HP and critical hits) and does bog the game down. This also makes armor and strength better choices and high AC monsters sturdier. With an AC of 22 and ancient dragon has 12 DR, making it really hard for a group of peasant to take it down.

Extra Attack. Fighters can double damage on a single attack instead of taking another attack.

Heroic Surges.
In addition to healing you can spend HD as follows:
  • 1 HD, double your speed for 1 round.
  • 1 HD double your melee weapon damage die (dice) on one attack
  • 1 HD recharge a short-rest feature or ability
  • 2 HD recharge a long-rest feature or ability
  • 2 HD double damage die on two attacks (or one doubled attack - see extra attack. So a fighter could roll 4d10 + 8 by spending 2 HD on one dbl attack instead of 1d10 + 4 on two attacks normally)
Those are really interesting!
1) I added the idea of the ''Inspiration'' pools as seen in the preview of Beowulf for 5e.
Inspiration can be pooled in a ''player pool'' and possibly transferred after a long rest to the ''followers'' pool where the players can spend a token to activate a Trait from a follower once per scene. The Dm also has an Inspiration pool replenished when players roll a 1 or fall to the dark side.

2) I also added the Follower mechanics from the same game, where retainers and helps dont have stats but only a list of traits that can be used with token from their Inspiration pool. After being activated once in a scene, the follower becomes ''tired'' until the scene changed. In combat they mostly fight in the background, but some of them can be activated to stall an enemy, cause damage or rescue a fallen character. But beware: activating such trait often cause a follower to roll a death save, and they only have one chance!
I really like those. It’s a bit like how I use Contacts in my own system. They just have a few skills and knowledges and access to some places or people, and you can call on them for aid once between extended rests, without straining the relationship. If strained, you owe them, and if you don’t spend downtime helping them out or repairing the relationship, you can eventually lose the contact.
 

It's a bardic gelatinous cube that makes eerie and beautiful music when it wiggle, wiggle, wiggles.

Quivering Cube
Large ooze, unaligned
  • Armor Class 6
  • Hit Points 171 (8d10, 8d8+80)
  • Speed 20 ft (slightly better at wiggling)
STR 14 (+2)DEX 3 (-4)CON 20 (+5)INT 1 (-5)WIS 6 (-2)CHA 14 (+2)
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8
  • Stealth +6, Performance +12 (Expertise)
  • Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 12 (4d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
  • Transparent. Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
  • Bardic Inspiration. The quivering cube can inspire others through strange warbling and hypnotic wiggling. The quivering cube randomly hands out a d8 bardic inspiration to one person at the beginning of its turn.
Actions
  • Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (4d6) acid damage.
  • Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 12 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 24 (8d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
  • Enthralling Performance. The quivering cube performs an instinctive dance that creates a series of fluting noises and pleasant warbling. Anyone within 30 feet of the quivering cube must make a DC 15 Wisdom save or find it both haunting and beautiful. This has no mechanical effect.
  • Innate Spellcasting. The quivering cube's spellcasting ability is Charisma (spell save DC 15). The quivering cube can innately cast the following spells, requiring no material components: At will: dancing lights, vicious mockery, 3/day each: sleep, hideous laughter, hypnotic pattern, 2/day each: confusion.
Plot Ideas
  • Inventor's Muse. An eccentric inventor keeps a quivering cube behind a glass wall in his lab. The soft music and playful chirps inspire him as he works long hours into the night, but he's willing to break the glass if someone really threatens him.
  • Dinner Delight. A wealthy queen keeps three quivering cubes in a pit beside the dining hall. Guests throw their scraps down into it and are rewarded with pleasant music and excited gyrations. And if someone happens to get pushed into the pit, the evening is even more entertaining.
  • Center Stage. A travelling circus is known to keep several quivering cubes to shock and delight the people that visit them. The circus leaves a trail of missing people in their wake as they struggle to keep their main attractions well fed and playing their beautiful song.
 
Last edited:

A while back I made a College of Hymns bard, because I thought the idea of a religious bard made sense and there was some interesting stuff I could do with it. Most of the feedback I got back then was mostly positive, but that was like 3 years ago so some newer feedback would be nice to have. Plus there's an ability there that's kinda confusing to to explain the basics of in game language. although this might not be the best place, but either I can get some new words for it, or inspire a new thread about homebrew classes or something.

anyway, this is it:

Holy Training
When you take this archetype at 3rd level, you gain proficiency in the Arcana, History, or Religion skill (your choice), and you learn the Sacred Flame cantrip, which counts as a Bard cantrip for you.

Herald of Grace
Also at 3rd level, you gain the ability to bring your allies back from the brink using your charms. Whenever you cast a healing spell of 1st level or higher that only targets one creature, you may expend a use of your Bardic Inspiriation to heal one additional creature within 60 feet. The healing equals the result from your Bardic Inspiration die + your Charisma modifier + half your Bard level rounded down (minimum of 1).

Morning Star
At 6th level, you gain the ability to deliver a retributive strike to creatures that attack your allies. When a creature attacks an ally you can see within 60 feet of you, you can use your reaction to cast a Bard cantrip against that creature. If the creature is attacking an ally you have healed since your last turn, you have advantage on the attack roll, or the creature has disadvantage on the saving throw, whichever is applicable.

Gratitude's Reward
Starting at 14th level, you can share in the boons you grant to your allies. Whenever you cast a spell on a friendly target within 60 feet of you that is non-damaging, non-healing, and does not subject the target to any kind of saving throw, such as Invisibility or Freedom of Movement, you also gain the benefits for the duration of the spell as long as you remain within 60 feet of the target. If the spell affects multiple targets, choose one target that you must stay within range of to retain this benefit. You lose this benefit if the spell ends or is dispelled on either you or your target.

I like this as a class. A suggestion I would make would be to make Gratitude's Reward only have the range apply when the spell is cast. That is, if you cast a spell on an ally within 30 feet you also gain the effects of the spell (as per your spell requirements above). I used the beastmaster's share spells feature as a guide which is why I dropped it to 30 feet. This removes the need to remain within range of the target which could lead to some issues at the table as PCs start moving around (though if you've been using this subclass already, it might not actually be an issue for your group)
 

Remove ads

Top