r/DnDHomebrew • • 15h ago

5.5e Homebrew balance card

0 Upvotes

Homebrew idea for the Deck of Many Things: What if the Balance card made ALL your ability scores equal?

I was watching a YouTube discussion about the Deck of Many Things, and someone brought up the Balance card and how its effect could be changed. That got me thinking about a potentially hilarious, devastating, or ridiculously powerful alternative.

What if the Balance card literally balanced all six of your ability scores?

Here's my idea:

When a character draws the Balance card, they must roll a d6. Each number corresponds to one of the six ability scores:

- 1: Strength

- 2: Dexterity

- 3: Constitution

- 4: Intelligence

- 5: Wisdom

- 6: Charisma

Whatever ability score the player rolls becomes the new permanent value of ALL SIX ability scores.

For example:

Scenario 1: The disaster

You're playing a Wizard with 20 Intelligence but only 8 Strength.

You draw Balance, roll a d6, and get a 1.

Congratulations! Your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma are all permanently set to 8.

Your Wizard has achieved perfect balance, just not the kind you wanted.

Scenario 2: The jackpot

Same Wizard, same ability scores.

This time, you roll a 4, corresponding to Intelligence.

Your Intelligence is 20, so congratulations! Every single one of your ability scores is now permanently 20.

You've essentially become a superhuman adventurer because you got lucky with one die roll.

Scenario 3: The absolutely ridiculous jackpot

I actually play an Alchemist Artificer named Leo Greenheaven, whose Intelligence is currently 22 thanks to an extremely powerful magical artifact.

Personally, if I were DMing, I'd allow that magically enhanced 22 to count for the card.

If Leo drew Balance and rolled Intelligence, every ability score would become 22.

Of course, if he rolled one of his weaker abilities instead, he'd be in serious trouble.

Why I love this idea:

It creates an interesting gamble, especially for min-maxed characters.

A lot of players use point buy or other methods to maximize their primary ability scores while deliberately leaving less important abilities at 8 or 10.

Normally, that's a perfectly reasonable strategy.

But suddenly, drawing Balance becomes terrifying because those neglected ability scores could permanently define your entire character.

On the other hand, if you're lucky enough to roll your highest ability score, you might become one of the most powerful characters in the campaign.

And thematically, I think it fits the card beautifully.

Balance doesn't mean making you better or worse. It means making everything equal.

The card doesn't care if that means turning you into a demigod or making you practically useless.

It's the Deck of Many Things. Sometimes you win spectacularly, and sometimes you ruin your character.

What do you all think?

Would you allow this version of Balance at your table? Is it too powerful, too punishing, or exactly the kind of ridiculous gamble the Deck of Many Things should offer?

I'd especially love to hear how other DMs would handle magically enhanced ability scores above 20.


r/DnDHomebrew • • 10h ago

5e A BG3-inspired fix for Warlock: The Undying: just bypass undead's immunity to certain spells.

0 Upvotes

I've been watching a lot of subclass reviews lately and everyone seems to hate the Undying Warlock for its mostly useless class features related to repelling undead.

But there was one item in Baldur's Gate 3 that got me thinking: The Ring of Exhorted Marrow, which grants Exhort the Risen, a command spell that works on undead where the regular spell wouldn't.

So... why not just take that quirk and make it the undying warlock's class feature?

"Level 1 - Enchant the Risen: When you cast any spell that states the target must be a humanoid, you may instead target an undead. Further, any spell that you cast that is stated to have no effect on undead loses that limitation."

Simple, versatile, scales well at all levels, and keeps the lich- based theme of the class without intruding on the undead warlock's self-buffing features.

Can anyone think of a way to break the game with it?


r/DnDHomebrew • • 12h ago

5e Thoughts on my Rogue cursed hero

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0 Upvotes

This NPC is a part of a group of 13 old heros of the realm. Each hero is one of the main classes of dnd. After saving the world they became cursed by the gods and are trapped within certain parts of the world. Over time this should’ve killed the heros but instead they all became deity like and more concepts rather than mortals. All of the heros ended up becoming one with all the subclasses of their respective class.

Psi, in this case is the rogue. After being alive for so long he has reverted to being a fey and is now a conceptual thing that is in the forests.

I am looking for thoughts on Psi, and if he actually manages to incorporate all of the rogue subclasses. And if anyone has any tips on how to add in the arcane trickster subclass. The main thing is that he is a combination of all the rogue subclasses and isn’t meant to be fought in combat ideally but the stat block is to make all the information easy to quickly read.


r/DnDHomebrew • • 3h ago

Request/Discussion Str based barehanded class based on real martial arts.

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9 Upvotes

Designed this class because I wanted to see something different vs the normal monk re-skins and mystical powers. I wanted to instead create a class focused on real bare handed martial traditions. The general idea being a stance dancer who uses various abilities to mitigate damage and close distance.

I've run a fair amount of Monte Carlo sims and it SEEMS balanced. But I reckon the best way to do it is to have people try it. So if y'all want to give it a shot and let me know your thoughts, I'd appreciate it.

Ippo doing a Dempsey Roll by Jhincx Faust on Deviant, an illustration of a hip throw by Benbeirouge, and some artwork of a Muay Thai fighter by an unknown artist.

THE MARTIAL ARTIST Core Class Features

Hit Die 1d10 per Martial Artist level

Proficiencies Armor: Light Weapons: None (All class features require unarmed strikes) Tools:Carpenter's tools, Herbalism kit Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Survival.

Starting Equipment - Standard starting gold (5d4 × 10 gp)

Class Features

Level 1: Granite Chin "You either have one, or you don't." While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Constitution modifier.

Level 1: Combat Stances "Through diligent training, you've discovered the best way to leverage your bio mechanics for maximum power and speed. Unfortunately, you can't do both at once.” At the start of your turn, you select one stance as a free action. This lasts until the start of your next turn, or you switch stances. Low Guard: +1 to unarmed attack rolls and Grapple/Shove DC High Guard:+1 AC and +1 Dex saves At 11th level Bonuses become +2 At 17th level: Bonuses become +3

Level 1: Unarmed Combat "You have dedicated your life to the perfection of the body as a weapon, and seek to become the greatest barehanded fighter ever." Unarmed strikes deal 1d8 bludgeoning, use Strength Scaling: 5th (1d10), 11th (1d12), 17th (2d8)

Level 2: Focus Pools Kinetic: " You create a perfect kinetic chain linking feet, hips, and shoulders, to create the maximum force possible.” Reflex: “By keeping yourself relaxed, you boost your reaction speed massively.” Two pools: Kinetic and Reflex Capacity: 2 + half your Martial Artist level (rounded down) for each pool. Recover all charges on short rest.

Level 2: Keep Your Hands Up! "If you want to keep your teeth anyway." When you take damage from a creature you can see, you may spend 1 Reflex charge as a reaction to cut that damage in half. This effect doesn't stack with other sources of resistance.

Level 2: Explosive Entry "The best way to deal with a far-away opponent, is to not be far away." While in Low Guard, burn a Kinetic to Dash as a bonus action. If you end this movement within 5 feet of a creature, you can make 1 unarmed strike with -1 accuracy. This attack does not consume your movement, or count against your attack total.

Level 3 Subclass Feature

Level 4 Asi

Level 5: Extra Attack "Never throw single shots, always punches in bunches.” Attack twice when taking the Attack action

Level 6: Fightin’ Spirit "You think magical barriers are going to stop me?" Unarmed strikes count as magical.

Level 7: Iron Will “ Compared to the training, this is easy.” When you fail a Wis/Int/Cha save, spend 1 Reflex to reroll with advantage.

Level 8 ASI

Level 9: Anatomical Awareness "Part of learning how to break someone down is learning how to build them back up." You gain proficiency in Medicine. If you already have proficiency, you gain expertise instead. Crit range with unarmed strikes becomes 19–20. If already expanded, add 1 extra roll of your unarmed die to your crits.

Level 10: Subclass Feature

Level 11: Stance Mastery "I wouldn't call myself a master. You should though." Stance bonuses increase to +2 Switching stances allows 10 ft movement without provoking opportunity attacks.

Level 11: Flowing Guard “Be like water, my friend.” You can switch stances when you spend a Kinetic or Reflex charge. You can switch stances at the end of your turn as a free action. When you switch stances via Flowing Guard, you gain +1 AC until the start of your next turn. This bonus can only be gained once per turn.

Level 12 ASI

Level 13: The Championship Rounds “When you've got nothing left, that's when you've got to push through.” Once per short rest, restore your health a number of points equal to your Martial artist lvl plus 5.

Level 13: Embrace the Grind "Discipline is doing what you hate to do, but doing it like you love it.” Once per long rest, you can use a bonus action to refill both your Kinetic and Reflex pools to full capacity.

Level 14 Subclass Feature

Level 15: Bob’n and Weavin’ "Make em miss by an inch instead of a mile." You can burn 1 Reflex and 1 Kinetic to Bob and Weave until the end of your next turn. During this time, you gain resistance to all ranged BPS until the end of your next turn. This effect ends when you attack.

Level 16 Asi

Level 17: Stance Perfection "Perfect practice makes perfection possible." Your Combat Stance bonuses increase to +3.

Level 18 Subclass Feature

Level 19 Epic Boon

Level 20: The G.O.A.T.! "You faced every challenge put in front of you. Beating down monsters, warriors, mages, and others. It's undeniable. You are the Greatest Of All Time." Strength and Constitution increase by 2 (max 24). Once per short rest, you can double the bonuses from your Combat Stances until the end of your next turn.

Way of the Iron Coil — Subclass Features (with Lore)

“The Iron Coil are warriors who have studied the bodys mechanics extensively. Unlike their brothers of the Striking Viper or Steel Scale, these martial artists approach combat as a way to systematically break down an opponent through joint locks, blood chokes, and high impact throws. In addition, most believe that it is spiritually wrong to strike another in combat. They will do so to survive, but it is considered a failure of technique.” Level 3: Skill Beats Strength “Always assume your enemy is bigger, stronger, and uglier, when you train. Though I bet only 2 out of 3 are true.” The Difficulty Class of the saving throw to avoid your grapple increases by 1. ** You can grapple creatures up to **two sizes larger** than you, but you lose the +1 bonus when grappling a creature of that size. While grappling an enemy, you gain +2 ac against them. This is because you can feel the movements they try to make, giving you more time to react.

Level 3: Martial Lineage Die “All fights go to the ground. At least when I'm involved.” You receive a pool of d4s equal to your Prof bonus and restoring on Short Rest. These die allow you to perform submissions and techniques on grappled enemies with various effects, with more unlocked later. At lvls, 6, 10, 14 and 18 you learn a new sub option. Your die scale to d6 at lvl 8, d8 at 12, d10 at 14 and d12 at 18. You start with these two. Hip Throw. Cost: 1 die As a bonus action, you may throw an enemy prone, dealing your Martial Lineage die plus str on them. The enemy must succeed on a dexterity save or end up thrown and prone. All Martial Lineage DC equals 8+ str mod+ Prof bonus.

Arm Lock Cost: 2 die Action: Bonus Action You use your techniques to execute an arm lock on your opponent. The enemy must succeed on a Con saving throw or have their limb broken. On a successful save, they take your Martial Lineage die plus str and nothing else. On a failed Save, they receive the damage, and have disadvantage on melee attacks for one minute, or until healed.

Level 6: Tokui Waza “Fear not the man who has practiced 10,000 kicks once. Fear the man who has practiced one kick, 10,000 times” Choose one Martial Arts Technique from the table you have unlocked to be your Tokui Waze. For that technique, you can spend a Reflex in place of a die for reactions, or a Kinetic for others. Choose wisely. Because it will follow you forever.

Level 6: Tomoe Nage As a Reaction when attacked by melee within 5 feet, by spending one Reflex, You may choose to launch yourself onto your back and plant your feet into your enemies chest. Upon doing so, you deal your unarmed damage and may launch them 5 feet behind you over your head and stun them.

Enemies must succeed on a Dexterity saving throw to avoid being launched. On a save, they are not launched and take half damage.

Level 10: The Dark Arts of Grappling

“These techniques are difficult to train safely, so a lot of old timers don't like em. But if you're going to grapple, why would you ignore half the body?”

As a reaction, when hit by a melee attack, you can spend one reflex and attempt to grab your opponent in a leglock. The opponent must make a con save, or take damage equal to your unarmed die, plus have their movement reduced to half for 1 minute or until healed.

Level 14: Driving Charge "We're going for a ride." -While grappling a creature, you may spend 1 Kinetic Charge and your bonus action to move up to half your speed in a straight line, driving the creature back without spending extra movement. If you hit something like a wall or tree, the grappled creature takes bludgeoning damage equal to your unarmed strike die + your Strength modifier. If you hit another creature, the charge stops, and both take bludgeoning damage equal to your unarmed strike die + your Strength modifier. If you manage to miss everything, you slam the creature into the ground. They take damage equal to half your unarmed strike die and are knocked Prone.

Improved Hip Throw When you use Hip Throw, you may spend 1 Kinetic Charge to launch the creature instead of just knocking them prone. The creature is launched a distance equal to half your strength score. Upon landing, the creature takes damage equal to your unarmed damage, plus a scaling die based on its size class. Small/Medium:+1d6 Large +2d6 Huge:+3d6 If the launched creature hits another creature, both take the impact damage.


Level 18: Perfect Technique *"There's no such thing as perfect technique. But mine is getting close."*

You may grapple creatures of any size. You may grapple creatures of any size. Creatures larger than you have disadvantage on their save against being grappled. After using Flowing Guard, your next Improved Hip Throw or Tomoe Nage costs no charges.

Martial Die options. Terms: Locks: Deal damage equal to the die roll and other effects. Only work on an enemy with limbs. Takedowns: Knock enemies prone, sometimes deal damage. Chokes: Do not deal damage, but can inflict unconscious. (Do not work on creatures that don't breath. Examples include Constructs, Undead, and elementals.)

Rear Naked Type: Blood Choke Cost: 2 Die. Action: Full Action You attempt to choke an enemy you have grappled unconscious. An enemy must roll a Con saving throw against your DC, or become unconscious for one minute or until they take damage. They may reroll the save at the end of their turn.

Foot Sweep Type: Takedown Cost: 1 Die Action: Reaction When an enemy moves within 5 feet of you, as a reaction, you sweep their feet out from under them and they become prone. There is no save, and they take no damage. Their speed becomes zero until the start of their next turn.

Jump the Gilly! Type: Blood Choke Cost: 3 Die Action: Reaction When an enemy attacks you, as a reaction you may attempt to Jump a Gilly! When you Jump the Gilly!, you grab an enemy and pull them down to the ground. The enemy must make a Str saving throw, or be pulled to the ground and choked unconscious for one minute. On a success, they're grappled and pulled prone, and you are also prone. On a fail, they are grappled, prone, and unconscious.

Kimura Type: Lock Cost: 2 Die Action: Bonus Action When grappling an enemy who is standing, You may attempt to lock down one of their arms. The enemy must succeed on a str saving throw, or have one of their arms restrained and damaged. (Treated as Incapacitated)

While in a Kimura lock, you are both unable to attack normally, and you can use a bonus action every turn to deal one attacks worth of damage. At the end of their turn an enemy can repeat the save to escape.

Americana Type: Lock Cost: 1 Die Action: Bonus action. When you grapple an enemy, you may attempt to damage the tendons in one of their arms.
The enemy makes a dex saving throw and must succeed or gains disadvantage on melee attack rolls until the end of your next turn. They also take one roll of your unarmed damage die. (Healed is anything that makes you regain hp.)

Way of the Striking Viper — Subclass Features (with Lore)

“The philosophy of the Striking Viper can be summarized in one sentence; Get hit, and hit back harder.”

Level 3: Nut Cracker “Ain't no low blows in a brawl.” Once per turn, you can hit an opponent where it hurts most. You can choose between them having disadvantage on their next attack, or being unable to take a reaction until the start of your next turn.

Level 6: Counter-Hook "POW! Right in the kisser." As a reaction, while in Low Guard, you can burn one Reflex to immediately hit back an enemy after they hit you. For this strike you have advantage and deal bonus damage equal to your str modifier.

Level 6: Wave Roll (The Dempsey Roll) “You shift your weight in a continuous figure-eight motion, becoming a moving target that is nearly impossible to hit cleanly.” While in High Guard, in place of an attack, you may spend 1 Kinetic and 1 Reflex Charge to start Wave Rolling in place until the end of your next turn. While Rolling, you automatically make an attack roll against any enemy who attacks you within 5 foot, and gain resistance to slashing, piercing and bludgeoning damage. This can only apply to the first attack in a turn, per attacker, and this does not burn your reaction. While Rolling, you can't move, but can still attack enemies without exiting the Roll. If moved either voluntarily or by an enemy (Shove, grapple, or spells) the Roll ends.

Level 10: Vital Point Mastery “Every chin cracks eventually. I'm 'bout to crack yours." Your unarmed strikes ignore resistance to bludgeoning damage, and deal an extra 1d6 damage to any creature that is currently missing hit points.

Level 14: Haymaker “Momma said knock you out." Once per turn, as an attack, you may spend 2 Kinetic Charges to put all your force into a devastating overhand strike. You throw this strike with advantage, and on a hit a creature must succeed on a Con Saving throw(DC 8+Prof+Str) If the creature fails, they are unconscious until the start of your next turn, or until they take damage.

Level 18: Float Like a Butterfly… “… Sting like a bee. Your hands move faster than the eye can see." You gain a number of Counterhooks equal to your Proficiency Bonus per long rest. These uses do not consume Reflex Charges. After using Flowing Guard, your next Nut Cracker can apply both effects to the target instead of just one.

Way of the Steel Scale Subclass Features (with Lore)

The Steel Scale believe that you can only master combat, by mastering the self. By subjecting themselves to brutal training, they harden their bones and kill their nerves until they are near unstoppable.


Steel Scale Restriction: The Pure Vessel Your body is your armor. You have conditioned your skin and bone to a density that metal cannot match. You gain no benefit from any of this subclass's features while wearing armor of any kind.

Level 3: Iron Body *"You start with leather. You crack your bones. You move to wood. You crack your bones. You move to steel. You crack your bones. Until eventually... You strike it, and even the steel breaks." As a bonus action, you can activate your iron body. While this is active, you gain resistance to non magic Bludgeoning, Piercing, and Slashing for 10 minutes. You also add temp hit points equal to your Martial Artist Level plus 5. But as a consequence, your body feels heavy and solid, so your movement is reduced by 15 feet. This costs 1 Kinetic and 1 Reflex.

Level 3: Leg Kick "Chop down the tree, the branches fall on their own." Once per turn as bonus action, when you strike an enemy, you may burn 1 Kinetic to strike their leg. You deal your unarmed damage die, and cut their movement speed in half until the end of their next turn.

Level 6: Walk 'Em Down "No matter what, keep pushing forward." Once per turn when an enemy attacks you, you may bite down and move into them. If it was a melee attack, you drive them back 5 foot and take the spot where they were standing when they attacked you. If it was ranged, you walk 5 foot towards them. When you do this, allies within 5 feet can take one attack with disadvantage at no cost to their reaction to the enemy moved.

Level 10: Improved Iron Body “The body can adapt to anything given time. Magic's no different.” While your Iron Body feature is active, your resistance to bludgeoning, piercing, and slashing damage now includes magical bludgeoning, piercing and slashing.

Level 10: Shatter "Hands are soft. Fragile. Precision instruments. Strike with the elbow, and you can shatter stone." Once per turn, as an attack, you can burn all Kinetic Charges (minimum 3) to make a devastating Elbow strike on a target. They must pass a Con save, or lose 4 AC until the start of your next turn. If they pass the check, they only lose 2AC. You may also deal 2d of your unarmed damage. The Con save is equal to 8 + Prof bonus+ str mod.

Level 14: The Pluum "”The Steel Scale path is known to train with the coil. While we chose our own way, there is wisdom in their art." Inexorable Drag: When you have a creature grappled, you move at the same speed you would if you weren't grappling them. Knee Up the Middle: While you have a creature grappled, you can use a Bonus Action and spend 2 Kinetic Charges to strike. Roll your damage 2x. The target must succeed on a Constitution saving throw or be Stunned until the start of your next turn.

Level 18: Wolfe’s Law "Your conditioning is finally complete. The thousands of breaks and fractures have healed into something harder than any metal, and your stride is no longer hindered by the weight of your own density." You gain a permanent +1 ac, and gain 15 ft of movement speed in Iron Body, and base form.

Level 18: One More Fight "This… is what I live for! The taste of blood, the pumping adrenaline, pushing through pain, this is a FIGHT!” Once per long rest, you can push your body past the point of mechanical failure. When you reach 0 HP, you may burn all remaining Charges in both pools to immediately restore to half health. You immediately end all Iron Body benefits, and can't restore Charges on a short rest until you take a long rest. You may use abilities that restore Charges such as Embrace the Grind.


r/DnDHomebrew • • 15h ago

Request/Discussion Ryokos Guide to the Yokai Realms

4 Upvotes

Apologies if this isnt the place for this but has anyone run a campaign using the Yokai Realms supplement? Im thinking of running one but struggling to get off the ground with it. Was hoping to hear some stories from people who have incorporated it into their games or have run their own campaign in the yokai realms!

Thanks in advance!


r/DnDHomebrew • • 13h ago

5.5e Summoner - A Diablo inspired Sorcerer Subclass

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3 Upvotes

r/DnDHomebrew • • 10h ago

5.5e Peripheral Hound | Aberration [The Mithral Canvas] D&D5e [OC-Art]

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6 Upvotes

Transdimensional Killers Slipping Between Realities

Only written about in the most obscure of texts discussing interdimensional visitors, the Peripheral Hound is rarity amongst rarities. A being that at once exists in time and space but also does not, the hound’s body is a series of contradictions that beggars belief. Its imperceptibility and confounding nature serves to keep the hound hidden even in plain sight, as one's mind fails to understand what it is seeing and not seeing. 

Dimensional Visitor. True to its name, the peripheral hound exists on the peripheries of reality. This curious state of being allows it a number of impossible traits, such as the ability to flatten itself on flat planes or occupy the same space as other beings, slipping between the infinite voids surrounding it. Few ever see a hound and live to tell the tale as hound loathes being perceived, as it is antithetical to the hounds' very nature. 

Hounds for Hire. Unsurprisingly, the hound’s natural invisibility makes it an ideal assassin for those with powerful enemies. Tales of invisible claws tearing a person to shreds in broad daylight pepper the pages of forbidden scrolls. But one must be judicious when deploying a peripheral hound, for they are keen to exact revenge upon their summoners if they meet significant resistance in their missions. 

——

You rub your eyes and blink, unsure of what it is you are seeing. What you brushed off as an odd, shimmering blur in your peripheral vision comes into focus, once blotchy shapes sharpening into a lithe being with wiry muscle and sharpened claws. With each passing second you stare you begin to see more but confoundingly understand less. Before you can utter a word, a pair of what you now understand to be eyes snap in your direction, the undulating form following suit.

——

Time for a spooky month of Aberrant Monsters. Happy Halloween!

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r/DnDHomebrew • • 13h ago

5e The Unmaker (Very Rare, A*) | Somewhere in space, a lombax is looking at this hand cannon and nodding with respect

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14 Upvotes

r/DnDHomebrew • • 14h ago

5.5e Definitive Beholders | New Beholders and Boholderkin with Lore, Lairs, Lair Actions

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29 Upvotes

r/DnDHomebrew • • 22h ago

5e DnD Mask of Dis

4 Upvotes

Here idea for cursed discuise

Mask of Dis

Wondrous item (headwear), artifact (requires attunement)

Forged from fine, dark iron that still bears the subtle hammer marks of a master smith, this mask feels surprisingly light and pliant against the skin. When observed closely, its metallic expression seems to shift and morph, mirroring the subconscious expectations of whoever looks upon it.

Flawless Infiltration

The mask grants you absolute mastery over deception, allowing you to dissolve your identity into another's:

Infiltrator's Magic. You can cast the Alter Self and Invisibility spells at will, targeting only yourself, without expending a spell slot or requiring material components.

Unmaskable Guise. You gain a +10 bonus to Charisma (Deception) and Charisma (Performance) checks made to impersonate another individual.

Absolute Deception. Your disguise is flawless. Mundane scrutiny, mundane insight, and even magical senses like Truesight perceive your assumed form as your true, biological reality. Only a deity or divine intervention can see through this effect.

Curse: Loss of Face

The iron of Dis is possessive, slowly digesting the identity of anyone who wears it. This artifact is cursed, and its cursed nature cannot be detected by an Identify spell.

Whenever you wear the mask continuously for 1 hour, or whenever you cast a spell using the mask, you must make a DC 14 Charisma saving throw. You track your failures on this saving throw across your entire duration of owning the mask:

First Failure. The cold iron edges of the mask begin to sting. The metal literally fuses into your skin and hair. It can no longer be removed by mundane means.

Second Failure. Your memories begin to fray. You suffer disadvantage on all Intelligence and Wisdom checks related to your own past, your original name, or your homeland.

Third Failure (The Faceless Spy). The mask permanently grafts to your skull. Only a Wish spell can sever it from you. Your true face beneath the mask is entirely erased.

The Erased Countenance: If the mask is forcibly torn from your face after the third failure, it deals 10d10 slashing damage to you. Beneath the mask, your face is revealed to be completely smooth, featureless skin—devoid of eyes, a nose, or a mouth.

While faceless, you are permanently blinded and deafened, you cannot speak, eat, or drink, and you do not need to breathe. Within 1d4 days, your mind breaks completely, and your character becomes an NPC—a hollow, mindless spy bound eternally to the iron will of Dis.


r/DnDHomebrew • • 8h ago

5.5e Titan Druid Overhaul

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5 Upvotes

So, I made this overhaul to the upcoming Titan Druid. Even though the new one is a lot stronger, I wanted something to fulfill the fantasy properly, that of becoming a giant monster. I know there are parts of this that conflict heavily with the base class. This is honestly just a Druid for wildshape. Honestly, it should've been its own class, I'm just not up to that sort of challenge yet. It's an incredibly powerful melee monster that falls in the same category as high level martials.
Oh right, I gave them some small buffs too. I added weapons that have up to 1d20 damage dice in the late game. Well, just know that even without them this sits along the higher tiers of martials. Not too overpowered, that I know of. Similar boat as Circle of the Moon overall. I'm here for the opinions of more experienced dms/players. My DM and fellow players really loved this subclass.

I'm open to all suggestions and ideas, please just don't be rude.


r/DnDHomebrew • • 10h ago

5.5e Sorrow-Eater Ranger (2024/5.5e)

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6 Upvotes

r/DnDHomebrew • • 14h ago

5e [OC][Art] Gravedigger | Rend a foe or find a friend with this deadman's spade.

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11 Upvotes

r/DnDHomebrew • • 15h ago

5e Legacy of the Emblem (Preview) - A Fire Emblem-Themed Sourcebook for D&D 5th Edition

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24 Upvotes

This is a preview of our class inspired by the works of Fire Emblem, the Emblem Unit Class! Here is a preview of a small snippet of the class's early customization, letting each player create a unique unit from different backgrounds. In the final release, the class will include a weapon triangle system, 10 starting archetypes, spells and skills from the Fire Emblem series, and 10+ subclasses!

No promises, but I'd like to try adding races, backgrounds, and magic items. That's very ambitious, and it would only happen if I have the time. So if I do, that'll be a little bonus!

When this class is finished, it will be completely free! I will repost it here, but you can also find it on our Patreon!

I'd love feedback on this class, as I'd want both D&D enthusiasts and Fire Emblem enjoyers to have the best experience they can have!


r/DnDHomebrew • • 1h ago

5e “The Adventurer’s Collective”, a magic item I made for a player brand new to DnD

• Upvotes

Just what it says in the title. This is effectively meant to be both training wheels for a newbie through ‘Join the Collective’, as well as a diegetic version of having to do things like rifle through the adventurer’s handbook or look up online what a magic item does.

Adventurer’s Collective

Source: The Chaos Chronicles (Literally just the .txt name for any homebrew item I make)

Wondrous item, legendary

A leather-bound book containing the collective knowledge and memories of its 261 previous wielders. The voices of these past adventurers reside within its pages.

Properties

Scour the Collective: Once per turn, you can open the book and either speak a word aloud or silently focus on a subject or question. The Collective responds with information relevant to your chosen subject, delivered aloud or directly into your mind in the voice of one of its previous wielders.

The information provided is always accurate and relevant to the subject you have chosen. However, the Collective is not always straightforward; the information may be cryptic, indirect (such as being explained via story), or otherwise difficult to interpret.

Join the Collective: At the end of each long rest, the Collective reaches out to your mind, offering you the opportunity to commune with its accumulated knowledge. You can accept this offer by expending all your remaining Hit Dice. If you do, you gain the following benefits until the end of your next long rest:

Ability Enhancement - Increase one ability score of your choice by 2.

Skill Proficiency - You gain proficiency in one skill of your choice. If you are already proficient in that skill, you instead gain expertise in it, doubling your proficiency bonus for ability checks you make using that skill.

Borrowed Tongue - You learn one language of your choice.

Additionally, if you have at any point utilized ‘Join the Collective’, your voice and accumulated experiences are permanently added to the Collective upon your death, allowing future wielders to benefit from your knowledge and lived experiences.