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Tentative 5e Homebrewed Material

the Jester

Legend
I've started doing some tentative conversions of my homebrewed campaign material for future fine-tuning. I'd be interested in any feedback people have vis-a-vis balance. Here's my first effort, a conversion of a custom race in my campaign. Does this look approximately as powerful as the races we've seen so far?

Merellin

Merellin are cetaceans with the ability to shift into a humanoid form. Sparsely-haired, merellin have silver, pale blue, white or grey skin and dark eyes. The merellin's humanoid form is typically as tall as a human, but of a somewhat chubbier build.

MERELLIN TRAITS

Your merellin character has the following racial traits.

Ability Score Increase. Your Charisma score increases by 2. In addition, you increase either your Constitution or your Wisdom by 1.

Age. A merellin has a slightly shorter average lifespan than a human, typically living until around 60 or 65 years.

Alignment. Merellin, along with their dolphin cousins, are sometimes referred to as the good guys of the sea. Though there are exceptions, the typical merellin tilts toward both good and law, due to their strong social organization and a belief in selflessness.

Size. Merellin are medium sized, standing between five and a half and six and a half feet tall and weighing two or three hundred pounds.

Speed. While in humanoid form, a merellin has a base walking speed of 30' and a swim speed of 30'. In cetacean form, a merellin has no walking speed but has a swim speed of 60'.

Hold Breath. A merellin can hold its breath 6 times as long as normal for a land-dwelling creature.

Alternate Form. You can change form as a bonus action, shifting from cetacean to humanoid form or back. All equipment and gear that you carry falls off of your body as you change form, but you cannot change form if you are secured by restraints around your wrists or ankles. In cetacean form you have no walking speed and cannot use equipment not specifically designed for a cetacean, but you gain a swim speed of 60'. In addition, while in the water, you can make a melee head butt attack that you are considered proficient with that deals 1d6 points of bludgeoning damage to a creature within 5'.

Echolocation. As a bonus action, you can make a hypersonic click that reflects off of nearby objects, giving you blindsight until the beginning of your next turn. Underwater, this blindsight has a radius of 60'; in the air, it has a radius of only 10'.
 

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Another one. I'm definitely on the fence about "advantage on all Dex saves" being too powerful. :erm:

Tabaxi

Tabaxi are an ancient race of feline humanoids with a proud history. Once driven almost to extinction, their numbers are slowly recovering. Tabaxi history includes experiments with life forms, as well as dangerous energies, and they tend to have many enemies.

TABAXI TRAITS

Your tabaxi character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2. In addition, you increase either your Wisdom or your Charism by 1.

Age. Tabaxi live to about 50 years of age, though most die far younger because of a mix of their curiosity and their many racial enemies.

Alignment. Tabaxi are often fickle and capricious. As a race, they are chaotic neutral, but there are many exceptions.

Size. Tabaxi are somewhat larger than humans, ranging from 6 to 7 feet in height. Their weight ranges from about 160 to 380 lbs.

Speed. Tabaxi walking speed is 30'

Natural Weapons: A tabaxi can use a claw as a light natural weapon with which it is proficient. A tabaxi's claw deals 1d4 points of damage. Some tabaxi two weapon fight with a one-handed weapon and their claw as an off-hand weapon.

Catfall: As long as it can take actions, a tabaxi gains resistance to falling damage and always lands on its feet.

Catlike Reflexes: As long as it is capable of taking actions, a tabaxi gains advantage on all Dexterity saving throws.
 

The following section is probably NSFW, and deals with the Perversion domain. In 3e terms, it would probably be considered a Vile domain. Be warned.

[sblock]
Perversion Domain
The Perversion domain focuses on fulfilling one's darkest desires without regard to the will of others. Only powers with portfolio elements such as perversion, lust or dark pleasures have access to this domain, such as Froth, Graz'zt or Seclaidra.

PERVERSION DOMAIN SPELLS

Cleric Level --- Spells
1st --- charm person, desire
3rd --- moans of ecstasy, suggestion
5th --- bestow curse, golden shower
7th --- morality undone, power word: orgasm
9th --- dominate person, wall of vice

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency in one of the following skills- Deception, Intimidation or Persuasion.

PERVERT'S ESCAPE
Also starting at 1st level, when you take the Disengage action, your base walking speed increases by 10' until the end of your turn.

CHANNEL DIVINITY: GENITAL ALTERATION
Starting at 2nd level, you can use your Channel Divinity to cause the genitals of another creature to alter in state, increasing or decreasing arousal.

As an action, you present your holy symbol and evoke the power of your patron. Choose any creatures within 30' of you. That creature must make a Constitution saving throw or suffer one of the following effects for as long as you concentrate, to a maximum of 1 hour.
  • Engorgement/Lubrication: The target becomes aroused and distracted and gains disadvantage on any Intelligence or Wisdom checks.
  • Flaccidity/Desiccation: The target has a hard time maintaining its interest in the activities of the moment. It must make a Constitution check, DC 10, to take any action involving a Strength or Dexterity attack or check. If it fails, it can still move and interact with its environment, as well as take a bonus action or reaction. It can spend its action to make a Constitution saving throw against your spell save DC to end this effect.
  • Shrinking: The target loses confidence and self-assurance. It gains disadvantage on all Charisma-based attacks (generally spell attacks), saves and checks.
  • Swelling: The target is filled with confidence and bravado and gains advantage on Charisma checks and saves, as well as on saving throws vs. fear effects.

WILL BREAKER
Starting at 6th level, spells you cast that overpower the will of another are exceptionally powerful. When you cast an enchantment spell that allows a Wisdom saving throw, one target of that spell suffers a -1 penalty to its saving throws against that spell.

PERVERT'S COWARDICE
At 8th level, when an enemy makes a melee attack at you, you can use your reaction to move half your speed without triggering opportunity attacks.

DEN O' SIN
At 17th level, as an action, you can call upon the power of your patron to create a doorway to a demiplane called the Den o' Sin. You and any creatures that you designate can pass through the doorway, but once you have entered, it shuts behind you and cannot be detected from outside without magical means. All creatures within the Den o' Sin are beset by gorgeous whores in a soft-lighted, cushioned environment well-appointed for various acts of sin. Drugs are plentiful and the madam is pleasant and jovial. To stay, a creature must spend a minimum of 25 gp per hour, but in so doing, it is allowed a variety of worldly pleasures. In fact, the stay is so pleasant and refreshing that it can be treated as a short or long rest, depending on the time the subjects stay within (to a maximum of 24 hours). At the end of the stay, in addition to the normal effects of a rest, the subjects lose the exhausted condition and is quite refreshed, even if it did not actually rest.

A creature within the Den o' Sin may leave early if it wishes, but cannot then return to the den. If a creature cannot pay for its time in the den (and no other creature pays for it), it is summarily ejected and gains no benefit for resting.

Desire
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

The target must make a Wisdom saving throw to avoid immediately seeking sexual release from the nearest appropriate creature. Unfortunately, if there is nothing around that looks good, the desire will overcome the victim and it will seek out whatever doesn't look so good- the subject's squire, that beholder over there, etc. If all else fails the victim will pleasure itself. On its turn, the subject must spend its action to attempt to find sexual release. Each round as a bonus action, the subject can make another Wisdom save to end the effect. In addition, if the subject is attacked by any creature other than the object of its amorous attentions, the spell's effects on it end immediately.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each two levels of the slot above 1st. The targets must be within 30' of each other when you target them.

Moans of Ecstasy
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, loud moans emanate from a 20' radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is unable to hear anything but the moans and has disadvantage on any Charisma checks that rely on verbal communicating. In addition, the moans are highly distracting, giving creatures entirely within the sphere disadvantage on Dexterity- or Wisdom-based attacks, checks and saves.

Golden Shower
3rd-level enchantment
Casting Time: 1 action
Range: Personal
Components: V, S, M (you must take a drink)
Duration: Concentration, up to 1 minute

You unzip your trousers or open your robes and urinate at a nearby creature, burning it with your acidic urine. Make a melee spell attack at a target within 10'. If you hit, you deal 3d6 + your spellcasting modifier points of acid damage. You can repeat the attack as a bonus action on your turn each round.

In addition, if a creature within 10' of you makes a melee attack against you, you can use your reaction to make a piss attack against it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals 1d6 additional damage for every level of the slot above 3rd.

Morality Undone
4th-level enchantment (ritual)
Casting Time: 1 action
Range: 60'
Components: V, S, M (a powdered holy symbol of a good deity)
Duration: 1 hour

If the target fails a Will saving throw, it becomes evil until the end of the duration. The ethical component of the subject's alignment is unchanged. The subject retains whatever outlook, allegiances and outlooks it had before, so long as they do not conflict with its new selfish and bloodthirsty outlook on all things.

Power Word Orgasm
4th-level enchantment
Casting Time: 1 action
Range: 60'
Components: V
Duration: Instantaneous

You speak a word of power that overwhelms the body of one creature you can see within range, leaving it quaking with a powerful orgasm. If the target has 50 hit points of fewer, its speed is halved and it has disadvantage on all attacks, checks and saves. Otherwise, the spell has no effect.

The orgasming target must make a Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.

Wall of Vice
5th-level conjuration
Casting Time: 1 action
Range: 300'
Components: V, S
Duration: Concentration, up to 10 minutes

This spell creates a wall of squirming, writhing, fornicating, masturbating hands, phalli, mouths, buttocks, dildos and other appendages. The wall can be up to 60' long, 30' high and 10' thick, although you can make it smaller in any or all dimensions, as long as the minimum dimension of the wall is 5'. You may put up to two bends of up to 90 degrees in the wall as well.

Any creature that starts its turn or comes within 10' of the wall must make a Dexterity saving throw to avoid being grabbed, pulled adjacent to the wall and forcibly pleasured, suffering 3d6 points of bludgeoning damage each round and being restrained. Additionally, a victim of the wall cannot concentrate on spells and has disadvantage on all Dexterity, Intelligence, Wisdom and Charisma checks. On its turn, the wall's victim may use its action to attempt a Strength saving throw to break free of the wall.

A creature slain by the wall is drawn within it, and its body vanishes when the wall expires.[/sblock]

EDIT: Moved suggestion to always prepared at 3rd level (replacing hold person) and replaced it with bestow curse (assuming it's in the PH).
 
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I forgot to mention above- in the Perversion domain, the spell Morality Undone is originally from the 3e Book of Vile Darkness. And right below here, the Call Upon Faith spell is originally from the 2e Tome of Magic.

Adventure Domain
The domain of Adventure concerns those who would seek out the lost secrets or treasures of ancient cultures, including everything from grave robbers to dragonslayers. The gods of both heroes and villains who delve into dungeons or explore forgotten wilderness areas sometimes offer access to the Adventure domain, but Lester is truly its master.

ADVENTURE DOMAIN SPELLS

Cleric Level --- Spells
1st --- cure wounds, detect magic
3rd --- augury, call upon faith
5th --- dispel magic, fly
7th --- divination, freedom of movement
9th --- greater restoration, passwall

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with heavy armor.

TRAP DODGER
Also starting at 1st level, you may use your reaction to gain resistance against the damage inflicted by a trap or hazard.

CHANNEL DIVINITY: FIND ADVENTURE
Starting at 2nd level, you can use your Channel Divinity to aid your adventures by helping you to discover hidden passages and traps.

As an action, you concentrate on your holy symbol and beseech your deity to lead you to adventure. The DM makes a secret Investigation roll for you, on which you have advantage, and applies it against the DC to discover each hidden creature, concealed object, secret door, trap or similar unseen thing within 30' of you. You must have line of effect to successfully detect something, but need not be able to see it.

ADVENTURER'S MOVEMENT
Starting at 6th level, you gain advantage on Strength (Athletics) checks to climb or swim.

RUBBLE HOPPER
Starting at 8th level, you ignore the effects of difficult terrain composed of rubble or debris.

ADVENTURER'S SENSES
Starting at 17th level, your senses become highly attuned, granting you blindsight within 20'.


Call Upon Faith
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round

You call upon your faith to grant you success. As long as the spell lasts, you have advantage on all ability checks, though not attacks or saves.
At Higher Levels: When you cast this spell using a slot of 2nd level or higher, you can target one additional creature or increase the duration by one round for each level of the slot above 2nd. If you choose to affect additional targets, each one must be within 30' of you.
 

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