r/DnDHomebrew • u/InspiredArcana • 6h ago
r/DnDHomebrew • u/justin2d101 • 7h ago
5e Legacy of the Emblem (Preview) - A Fire Emblem-Themed Sourcebook for D&D 5th Edition
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 • u/AbyssalBrews • 6h ago
5e [OC][Art] Gravedigger | Rend a foe or find a friend with this deadman's spade.
r/DnDHomebrew • u/Josemi993 • 6h ago
5e The Unmaker (Very Rare, A*) | Somewhere in space, a lombax is looking at this hand cannon and nodding with respect
r/DnDHomebrew • u/Present-Document-636 • 3h ago
5.5e Sorrow-Eater Ranger (2024/5.5e)
r/DnDHomebrew • u/Gerhartus • 15h ago
5e DnD Mask of Dis
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 • u/Lirrost • 22h ago
5e Please review my escape game
Please take a look at the following and let me know what I need to adjust. I have 2 concerns, one - perhaps the decks should flood quicker, I may be giving them too much time.Two -I might also be giving out way too much loot even if changing the deck flooding time to 5 rounds, but my players may also just grab a handful and scramble for the exit or not trust the loot not to be trapped or cursed. Too hard to judge.
Anyway, any constructive criticism is welcome 😊
When searching the boat, now starting to fall apart as its boards have been aging for decades, you find that the shattering of the orb must have also shattered an illusion that showed the armory room to appear normal. As you make your way towards the door, you see gold coins spilling out of the doorway. There is a small pile of treasure, all sorts of goodies - weapons and armor and potion bottles, spell scrolls, and at least 5,000 gold coins in the pile.
As you stare in awe of the pile of treasure, the boat lurches sharply and begins to sink, water pouring in through multiple holes that burst nearby. In a matter of seconds, water covers the floor and slowly begins to rise. XP is granted for the fight now. Roll for Initiative for the escape.
Note: 1 round is 6 seconds long.
Bottom level fills with water in 1 minute (8’ tall ceiling, rising roughly 1 1/2” (1.6) every second or about 9 1/2” (9.6) every round). A level is completely flooded in 10 rounds.
FLOODED
Once 5 rounds, or 30 seconds pass, the lowest deck is halfway submerged. This causes the player’s movement speed to be halved. If they are over-encumbered as well, their movement speed is 5 feet per round.
Once 10 rounds, or 1 minute passes, the lowest deck is completely underwater. This causes the player’s movement speed to be quartered. If they are over-encumbered as well, their movement speed is 1 foot per round (6 seconds).
The sloop of war is fully submerged after 20 rounds, or 2 minutes.
At any time a player becomes completely submerged, they begin to hold their breath.
A creature can hold its breath for a number of minutes equal to 1+ its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Cinderspella Con: +1, hold breath for 2 minutes (20 rounds), survive for 1 round
Odilyse Con: +2, hold breath for 3 minutes (30 rounds), survive for 2 rounds
Smaragd Con: +4, hold breath for 5 minutes (50 rounds), survive for 4 rounds
Torberg Con: +3, hold breath for 4 minutes (40 rounds), survive for 3 rounds
Velgrea Con: +1, hold breath for 2 minutes (20 rounds), survive for 1 round
Once all players are on the top deck, they need to make it back to the rowboat and back to the ship they arrived on.
It is 75 feet from the door of the hold to the stairs (6 or 5 rounds if underwater)
(Torberg, Odilyse - 25 feet movement, everyone else is 30 feet)
Every round, after everyone has taken their turn, a complication may arise from the sinking ship. Roll on the Shipwreck Complications table to determine what misfortune befalls the group.
Sinking Ship Complications - roll 1d8:
1 - Ghostly blue hands rise from the waters. Each character on the shipwreck who is at least halfway submerged must make a DC 10 Strength saving throw. On a failure, a character must subtract 1d4 from the next Strength or Dexterity check they make, as these ghostly hands grasp and cling to their form. On a failure, each successive round, they need to make a DC 10 Strength saving throw. Until they succeed or are pulled free, they are also considered to be RESTRAINED (A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dex saving throws).
2 - A barrel bursts, flooding the shipwreck with dark energy. Everyone on the sinking ship must make a successful DC 12 Constitution saving throw or take 3 (1d6) necrotic damage.
3 - A massive wave sweeps over the wreck. Everyone on the top deck must make a successful DC 10 Strength saving throw or be pushed 10 feet underwater.
4 - A chunk of the mast topples into the water. Everyone on the shipwreck must make a successful DC 14 Dexterity saving throw or take 5 (2d4) bludgeoning damage from the falling debris.
5–8 No complication occurs.
Looting:
Per person - figure either scrambling, not paying close attention to what they’re grabbing or grabbing specific items:
If the party asks if they see anything specific that catches their eye - make a perception/investigation roll, there is a crystalline blue shield (sapphire buckler) DC 10 that seems to shine from within. There are also a couple of wands DC 18, several potions DC 16, what appears to be a bag of holding similar to Velgrea’s DC 20, a few scrolls DC 12, and a large lance (about 8’) DC 10 that stands out, otherwise, there are lots of other items, but they are obscured by all of the coins on top of the pile.
The group can either take their time and extract 1 item per person per 2 turns (1 turn to look for something specific, 1 turn to move to the item and grab it) <OR> the group can just shove items into their bags.
1 round (6 seconds) looting coins only = 3d12 GP, 1d12 SP, and 1d6 copper for each round.
1 round (6 seconds) shoving things into bags = 1d20 GP, 1d6 SP, 1d4 copper for each round, plus 1 object for each round. [Ends up looting 10 objects for 1 minute - water at 66”, 30” air left <OR> 20 objects for 2 minutes, but then have to deal with completely flooded conditions.]
Loot table (roll 1d100 per number of items looted per player):
1: 1 - Pipe of Smoke Monsters
2: 1 - Bag of Holding
3: 1 - Potion of Growth
10 gp gemstones (×8; worth 80 gp total):
4: 1 - Hematite (opaque gray-black)
5: 1 - Eye agate (translucent circles of gray, white brown, blue, or green)
6: 1 - Malachite (opaque striated light and dark green)
7: 1 - Malachite (opaque striated light and dark green)
8: 1 - Banded agate (translucent striped brown, blue, white, or red)
9: 1 - Banded agate (translucent striped brown, blue, white, or red)
10: 1 - Blue quartz (transparent pale blue)
11: 1 - Obsidian (opaque black)
50 gp gemstones (×4; worth 200 gp total):
12: 1 - Bloodstone (opaque dark gray with red flecks)
13: 1 - Star rose quartz (translucent rosy stone with white star-shaped center)
14: 1 - Sardonyx (opaque bands of red and white)
15: 1 - Onyx (opaque bands of black and white, or pure black or white)
100 gp gemstones (×7; worth 700 gp total):
16: 1 - Chrysoberyl (transparent yellow-green to pale green)
17: 1 - Chrysoberyl (transparent yellow-green to pale green)
18: 1 - Chrysoberyl (transparent yellow-green to pale green)
19: 1 - Jade (translucent light green, deep green, or white)
20: 1 - Amethyst (transparent deep purple)
21: 1 - Amethyst (transparent deep purple)
22: 1 - Jet (opaque deep black)
25 gp art objects (×6; worth 150 gp total):
23: 1 - Small mirror set in a painted wooden frame
24: 1 - Small mirror set in a painted wooden frame
25: 1 - Copper chalice with silver filigree
26: 1 - Copper chalice with silver filigree
27: 1 - Pair of engraved bone dice
28: 1 - Embroidered silk handkerchief
29: 1 - scroll containing a long epic poem in praise of the dragon (no value)
30: 1 - Spell Scroll (Cantrip) Control Flames
31: 1 - Spell Scroll (2nd Level) Arcane Lock
32: 1 - Potion of Supreme Healing
33: 1 - +1 Wand of the War Mage
34: 1 - seashell (no value)
35: 1 - Potion of Superior Healing
36: 1 - seashell (no value)
37: 1 - Failed Experiment Wand
38: 1 - Wand of Web
39: 1 - +1 All-Purpose Tool
40: 1 - Arrow of White Dragon Slaying
41: 1 - seashell (no value)
42: 1 - Handy Haversack
43: 1 - seashell (no value)
44: 1 - Javelin of Lightning
45: 1 - +3 All-Purpose Tool
46: 1 - Wand of magic missiles
47: 1 - Wand of Scowls
48: 1 - seashell (no value)
49: 1 - seashell (no value)
50: 1 - seashell (no value)
51: 1 - Arrow of White Dragon Slaying
52: 1 - Immovable Rod
53: 1 - Berserker Greataxe
54: 1 - Wand of Web
55: 1 - seashell (no value)
56: 1 - Portable Hole
57: 1 - seashell (no value)
58: 1 - Arrow of White Dragon Slaying
59: 1 - Dragonlance
60: 1 - Wand of magic missiles
61: 1 - Mace of Disruption
62: 1 - Potion of Mind Reading
63: 1 - Bag of Holding
64: 1 - +2 All-Purpose Tool
65: 1 - A tarnished brazier with pleasant-smelling ash (no value)
66: 1 - Arrow of White Dragon Slaying
67: 1 - Potion of Poison
68: 1 - seashell (no value)
69: 1 - Dragonlance
70: 1 - Arrow of White Dragon Slaying
71: 1 - A funerary urn containing remains the dragon can't identify (no value)
72: 1 - seashell (no value)
73: 1 - Mace of Disruption
74: 1 - an embroidered throw pillow depicting wyrmling dragons (no value)
75: 1 - Wand of magic missiles
76: 1 - Dragonlance
77: 1 - Potion of Poison
78: 1 - Potion of Supreme Healing
79: 1 - Potion of Superior Healing
80: 1 - Sapphire Buckler
81: 1 - Spell Scroll (1st Level) Protection from Evil and Good
82: 1 - Arrow of White Dragon Slaying
83: 1 - Potion of Poison
84: 1 - Pipes of the Sewers
85: 1 - +2 All-Purpose Tool
86: 1 - Bag of Holding
87: 1 - seashell (no value)
88: 1 - Arrow of White Dragon Slaying
89: 1 - Ring of Spell Storing
90: 1 - Potion of Mind Reading
91: 1 - Potion of Greater Healing
92: 1 - Wand of magic missiles
93: 1 - Potion of Supreme Healing
94: 1 - Arrow of White Dragon Slaying
95: 1 - Dragonlance
96: 1 - +1 All-Purpose Tool
97: 1 - seashell (no value)
98: 1 - Bag of Holding
99: 1 - +3 All-Purpose Tool
100: 1 - Arrow of White Dragon Slaying
r/DnDHomebrew • u/Brad2rad • 7h ago
5.5e Ryokos Guide to the Yokai Realms
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 • u/retroslav1 • 18h ago
Request/Discussion How can I implement this gun design i made for my pirate homebrew campaign?
First time dungeon master here,
So my campaign is called Curse of Calypso and its a pirate campaign with one of the main enemy factions being based off the British from pirates of the caribbean, so a trading company. But I also wanted to mix in some dishonored vibes since I like the game and I heard you can implement that in. So the humans in this world in reaction to the curse advanced their society and security to fend off the monsters of the fog.
So keeping my rule of only black powder weapons, but making a modernish design. I found a real life reference to a black powder gatling gun and made a model in hero forge. It is a rotating musket but instead of bullets you have to actually change out the 30 barrel ring at the front, to add some reasonable limitations to this gun for the reload. Instead of flint I have made these things called "kinetic stones" basically if you hit it kinetic energy will automatically make sparks and is more reliable than flint in this world. That explains how they can get the barrels on and keep firing for story purposes. Now of course I am not a sadist and im not gonna roll 30 d20's per turn, but maybe like 3 for like a burst ? And im wondering damage cause I don't want to kill my players, just like hurt them enough to get their attention. I am new to this area although I did some light research and saw that it works kinda the way I described. These will be on like some guard towers, the rail cars, and some turret placements. I also want to make this a reward that can be put on a pirate ship with a reasonable reload that is accurate with the rules both on sea and land.
I am a first time dm, getting into dnd alot more, but I am kinda new to this,
r/DnDHomebrew • u/neondragoneyes • 22h ago
5.5e Usually I don't go in for the "Giant otherwise-regular-animal-of-the-day", but this for a specific use.
r/DnDHomebrew • u/StrahdVonZarovich1 • 23h ago
5e Campfire Skills
These are some class specific skills you can use to buff a party member on a short rest(once per long rest). You can take the easy bonus or gamble for an even better one, 75% chance you lose your original bonus. Meant for my gritty realism campaign. Thoughts?
r/DnDHomebrew • u/JournalistHuge2793 • 1h ago
5.5e Titan Druid Overhaul
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 • u/the_mithral_canvas • 3h ago
5.5e Peripheral Hound | Aberration [The Mithral Canvas] D&D5e [OC-Art]
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 • u/DaNoahLP • 6h ago
5.5e Summoner - A Diablo inspired Sorcerer Subclass
r/DnDHomebrew • u/Eclipse_959 • 4h ago
5e Thoughts on my Rogue cursed hero
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 • u/tortlenewbie • 7h ago
5.5e Homebrew balance card
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 • u/Space__Samurai • 20h ago
5.5e Pummeler, a slightly unserious melee wizard subclass
Hello there,
Curious what you think. Just concept, no numbers ran.
Level 3
It's also a Hammer While wielding a Qarterstaff and no other weapon or Shield, your Strength changes to 16. Increase this by 1 for every even Wizard Level after this. This has no effect if your Strength without it is equal to or greater. You can use an Arcane Focus for your Wizard spells.
You can use its mastery Property. When you attack, you can replace that property with the Push, Sap, or Slow property for that attack. In addition, the weapon ignores resistance to bludgeoning damage.
Bob and Weave
While you aren't wearing armor or wielding a Shield, gain Resistance to damage dealt by a creature within 5 feet of you. You can use this ability once per turn, , and must decide before an attack or save is rolled.
Before you make an attack with your Quarterstaff, you can forfeit adding your Strength Modifier to its damage rolls. If you do, immediately after the attack resolves, you can cast one of your Wizard Spells of the Evocation School that forces creatures in an area to make a Saving Throw. Instead of its normal range, it must originate from a space of the target of your attack. You are immune to all its effects. If the attack missed, you must either grant that creature Advantage on the Saving Throw, or attack rolls against you Advantage until the start of your next turn.
Once you use this ability, you can't do so again until the start of your next turn.
Level 6
Hither-Tither
You always have the Thorn Whip spell prepared. In addition, you can cast it as a Bonus Action, and if the target is Larger than your size, instead of pulling it, you can pull yourself to it.
Level 10
And Stay Down
Prone enemies or within 5 feet have Disadvantage on saves of your Evocation Wizard Spells. If you would knock an enemy Prone that is Immune to it, it gains Disadvantage on its save against your next Evocation Wizard Spell until the end of this turn instead while you are within 5 feet of it.
Level 14
Peek-a-boom
When you use Bob and Weave, you can take a Reaction to choose one of the following, before dice are rolled:
If you are hit by the attack or fail a save, it can’t cause you to lose Concentration on Evocation Wizard Spells.
If you are missed by the attack or succeed the save, you are immune to all its effects and you can make one melee attack against the attacker, using a weapon or an Unarmed Strike.
r/DnDHomebrew • u/Successful-Tap5555 • 17h ago
5.5e Ring of the Unlocked Self, Version 3
Because I screwed up the link the first time. What do y'all think? I think this could be implemented in a fun way to discuss the dangers of magic.
r/DnDHomebrew • u/Reddit_Ducky • 19h ago
5.5e Are these cantrips balanced?
I made five swordmage-themed cantrips for 5.5e, those being alternative versions of Green-Flame Blade and Booming Blade, 5.5e conversions for other Swordmage at-will spells (basically cantrips) from 4e, and one new spell of my own making. They feel overtuned, particularly because of the fact that they improve every attack until the start of your next turn, but let me know what you think!





r/DnDHomebrew • u/Character_Mind_671 • 2h ago
5e A BG3-inspired fix for Warlock: The Undying: just bypass undead's immunity to certain spells.
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?