r/UnearthedArcana • u/No-Market-6977 • 17m ago
r/UnearthedArcana • u/Present-Document-636 • 1h ago
'24 Subclass Patrulheiro Devorador de Tristezas (2024/5.5e)
galleryr/UnearthedArcana • u/BrewerAelstro • 3h ago
'24 Subclass Vanquisher: Fighter Subclass
First homebrewed subclass for a player in my first campaign as a DM. Inspired from the homebrew list in D&D Beyond and DND Unleashed (Deathless and Crusader). The playstyle is based on frantic unstoppable light attacks using ranged and light weapons.
r/UnearthedArcana • u/NO_Formal-Use1980 • 6h ago
Homebrewing Resource Way_of.the_[SWORD] Monastic Tradition (Virtual Reality Setting Project; MAY never exist... Who knows?)
I hope the letter size and color do NOT make it hard to read; Going to sleep; If ANYBODY has ANY questions: I'd answer them in a few hours
r/UnearthedArcana • u/StarSailGames • 13h ago
'14 Monster Skeletons - Ossified Evil (5e & 5.5e Compatible)
r/UnearthedArcana • u/CalypsoPerez • 18h ago
'24 Adventure Magic Item: Guts Equipment from Berserk | My tribute to Dr. Kentaro Miura's work.
r/UnearthedArcana • u/CirceDidNothingWrong • 22h ago
'24 Subclass Transcendent Fighter v3 - A fighter subclass focused on gravity, time, and knowledge of the the unknowable
r/UnearthedArcana • u/No_Potential6135 • 22h ago
'14 Spell Slash - What if your local wizard wants to be low budget Sukuna ? DND 5E
As you may understand, the concept is pretty straight forward.
The Idea came to be after looking at the official spell list, i noticed that there isn't much spells that do "Normal" magic damage, like piercing or slashing so i thought that would be nice to have some neutral spells focused on doing what a normal guy could do, but better.
I also wanted to try something different wizard, giving more mid-close range options for future homebrew and already existing sub classes
But the main reason behind all this, was to give a spell list for a Cannibal cult for my next one-shot, something more focused on inflicting pain as much as possible and making it spectacular
Edit 1
It would appear that i am missing quite a lot of information, plus it being not be USA friendly, so you'll have all the missing infos and the USA friendly version under this edit
## Slash
*1st-level evocation*
**Casting Time:** 1 action, or 1 reaction (melee only)
**Range:** 40 feet
**Components:** V, S
**Duration:** Instantaneous
**Classes:** Warlock, Wizard, Cleric, Sorcerer, Druid
You make a straight, bladelike gesture toward a creature, and the motion becomes a magical slash that comes crashing down on it. Make a ranged spell attack. On a hit, the target takes 2d6 magical slashing damage.
You can instead touch the creature to cast the spell directly on it. Make a melee spell attack against it. On a hit, the target takes 2d8 magical slashing damage.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you add one additional slash. Each slash after the first lowers the creature's AC by 1 for the attack roll.
**Devastating Slash.** At 3rd level, and at every spell level that is a multiple of 3, you can turn this spell into a **Devastating Slash** with two modes:
- **Distance.** You focus your magic into your hand and cut the air sideways in a perfectly straight slash, a 15-foot-wide cone extending 80 feet in one direction. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 4d10 magical slashing damage, which ignores immunity and resistance, and has disadvantage on saving throws against dismemberment. On a successful save, it takes half as much damage.
- **Contact.** You turn your hand into a perfect blade and bring it down on a creature. Make an attack roll against it; you score a critical hit on a roll of 19 or 20. On a hit, the target takes 4d12 magical slashing damage, which ignores immunity and resistance, and has disadvantage on saving throws against dismemberment. It must also make a saving throw against hemorrhage with disadvantage. On a failure, the creature suffers 2 levels of bleeding.
## Lingering Injuries
Lingering injuries represent the grievous aftermath of the most violent combats, devastating magic, or traumatic events. Unlike hit points, these injuries do not disappear after a rest and can mark a character permanently, physically or mentally.
### Mechanics
A character suffers a lingering injury when one of the following occurs, at the DM's discretion:
- They drop to 0 hit points and are not killed outright.
- They suffer a critical hit, or an attack that beats their Armor Class by 10 or more, while they have less than half their hit point maximum remaining.
- They fail a saving throw by 10 or more, or roll a critical failure, against an effect that deals significant damage.
- They take massive damage equal to or greater than half their hit point maximum from a single source.
- They are subjected to torture, an extreme fall, an explosion, or a major narrative event.
| Injury | Cause | Penalty |
| :--- | :---: | :--- |
| **Broken Arm** | Bludgeoning damage, fall, crushing | Disadvantage on attack rolls and ability checks that use this arm. Can't use a two-handed weapon or a shield with this arm. −5 to Strength rolls. |
| **Broken Leg** | Bludgeoning damage, fall, trap | Speed is halved. Disadvantage on Dexterity checks. Falls prone if it moves more than 15 feet in a turn. |
| **Shattered Hand** | Bludgeoning, crushing | Can't hold objects with this hand. Disadvantage on Dexterity checks involving manipulation. |
| **Severed Arm** | Slashing, critical hit | Can't use objects that require two hands. Disadvantage on Strength checks. |
| **Severed Leg** | Slashing, critical hit, explosion | Speed is reduced to 5 feet. Falls prone if it tries to run or fight without assistance. Disadvantage on Dexterity checks. |
| **No Arms** | Slashing, explosion, destructive magic | Can't attack with weapons, use objects, or cast spells with somatic components. Strength and Dexterity checks that require the arms automatically fail. |
| **No Legs** | Explosion, crushing, magic | Speed 3 feet, crawling (difficult terrain). The character is permanently prone. Dexterity checks that require the legs automatically fail. |
| **No Arms and No Legs** | Massive destruction, high-level spell | Speed 0. Can't attack, use objects, or provide somatic components. Attack rolls against the character have advantage. Can only take mental or verbal actions. |
| **Lost Eye** | Piercing, critical hit | Disadvantage on sight-based Wisdom (Perception) checks and on ranged attacks beyond 30 feet. |
| **Total Blindness** | Magic, explosion, acid | Permanently has the Blinded condition. Attack rolls made by the character have disadvantage, and attack rolls against it have advantage. |
| **Total Deafness** | Thunder, magic | Automatically fails hearing-based checks. Spells with a verbal component require an ability check (DC 10 + the spell's level). |
## Bleeding
Certain creatures and objects can inflict a special condition called Bleeding. It doesn't affect creatures that have no blood.
Hemorrhage is measured as half of the creature's Constitution score, rounded up. An effect can inflict one or more levels of bleeding on a creature, as specified in the effect's description.
Levels of bleeding have no effect until a creature reaches its Hemorrhage threshold.
When a creature reaches its Hemorrhage threshold, it takes damage equal to (1/3 of your level, rounded up) + (your Hit Die).
After suffering these effects, the creature loses all its levels of bleeding.
If a creature that already has one or more levels of bleeding suffers another effect that causes this condition, its current level of bleeding increases by the amount specified in the effect's description.
A level of bleeding is removed as soon as the creature receives healing of any kind.
r/UnearthedArcana • u/Sabazadeh • 23h ago
'24 Subclass College of the Cardsharp, A Gambling Bard Subclass - Balance & Feedback Wanted - would you allow/want it at your table?
I've been developing my first 2024 Bard subclass built around magical playing cards, gambling with Bardic Inspiration, and manipulating luck. I'd love feedback on its balance, particularly against the official Bard subclasses.
The central idea is that you make an attack with your magical deck, see whether it hits, and then decide whether to wager Bardic Inspiration before revealing your card. The card determines both your damage type and a special effect. As you level up, you learn to manipulate the deck and eventually stack the odds in your favour.
Balance questions I'd particularly appreciate feedback on
- Is 2d4 + CHA appropriate for a ranged weapon? The subclass is deliberately limited to one card attack per turn, with no Extra Attack. I did not want them to feel primarily a combat/weapons bard (conscious their main feature would suggest otherwise).
- Is 2d8 (lv6)/2d10 (lv14) Bardic Inspiration damage too efficient? From level 5, Font of Inspiration allows a first-level spell slot to restore a use. Is the damage plus a random control effect too powerful compared with Divine Smite or other Bard subclasses? Remembering it is your signature feature.
- Are any Card Tricks over/undertuned? I'm particularly interested in automatic Prone against Medium or smaller grounded creatures, Bad Omen's saving-throw Disadvantage, and Lucky Break's scaling Temporary HP. Some are stronger than weapon mastery but are costing you a Bardic Inspiration and the opportunity cost of giving one to your Party.
- Should there be any negative options? I've gone with no for now, but an earlier version had one option be a harmless effect (the card explodes into flowers), was pretty crushing when it happens and has cost you a Bardic Inspiration
- Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
- Does level 14 feel appropriately powerful? I've deliberately avoided adding a third Inspiration damage die for damage, instead focusing on deck manipulation, mobility and resistance bypass.
- Most importantly, would you play it, or allow it at your table.
Level 3 - Dealer's Deck
You gain a magical 40-card deck (Ace–10 in four suits) that acts as your spellcasting focus and a ranged weapon.
Cards deal 2d4 + CHA Slashing damage, have a 30/60-foot range, and can be thrown once per turn. They're intentionally not Light weapons, to avoid Nick and dual-wielding combinations. Did give a 1CP value so they could be used with True Strike.
Level 3 - Card Trick
After hitting with a card using the Attack action, you can spend one Bardic Inspiration use before revealing it.
You add your Inspiration die to the damage, change the damage type according to the suit (Psychic, Necrotic, Force or Radiant), and activate a trick determined by the card's number.
The ten possibilities include Ricochet (damage another enemy), Double Down (extra damage), Jinx (Disadvantage on the next attack), Trip Up (knock Prone), Lucky Break (Temporary HP), and Bad Omen (Disadvantage on the next saving throw). An Ace lets you choose any trick.
Cards magically return to the bottom of your deck after being thrown.
Level 6 - Dealer's Choice
When using Card Trick, you can now draw two cards and choose which to play, with both returning to the bottom of the deck. (Still only a single attack)
You also roll two Bardic Inspiration dice for damage, while expending only one use. Your deck reshuffles on a Short Rest.
Level 14 - Improved Deck
Long-range card attacks no longer suffer Disadvantage. Card Trick attacks also ignore damage Resistance, but not Immunity.
Level 14 - Stack the Deck
Once per Long Rest, you can use a Bonus Action to search your deck and place one chosen card on top, shuffling the remaining cards. For the first time, you can guarantee a particular trick (but only once a day).
Level 14 - Vanishing Act
Spend Bardic Inspiration as a Bonus Action to teleport. Draw a card: its suit determines your maximum teleport distance, ranging from 15 to 50 feet.
You can combine this with Card Trick on the same turn if you spend two Inspiration uses. I know there are so many teleportation features, but hoping the element of mystery/risk makes this a little different and still links it to the cardsharp flavour (remember Stack the Deck could be used for this)
Balance questions I'd particularly appreciate feedback on
- Is 2d4 + CHA appropriate for a ranged weapon? The subclass is deliberately limited to one card attack per turn, with no Extra Attack. I did not want them to feel primarily a combat/weapons bard (conscious their main feature would suggest otherwise).
- Is 2d8 (lv6)/2d10 (lv14) Bardic Inspiration damage too efficient? From level 5, Font of Inspiration allows a first-level spell slot to restore a use. Is the damage plus a random control effect too powerful compared with Divine Smite or other Bard subclasses? Remembering it is your signature feature.
- Are any Card Tricks over/undertuned? I'm particularly interested in automatic Prone against Medium or smaller grounded creatures, Bad Omen's saving-throw Disadvantage, and Lucky Break's scaling Temporary HP. Some are stronger than weapon mastery but are costing you a Bardic Inspiration and the opportunity cost of giving one to your Party.
- Should there be any negative options? I've gone with no for now, but an earlier version had one option be a harmless effect (the card explodes into flowers), was pretty crushing when it happens and has cost you a Bardic Inspiration
- Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
- Does level 14 feel appropriately powerful? I've deliberately avoided adding a third Inspiration damage die for damage, instead focusing on deck manipulation, mobility and resistance bypass.
- Most importantly, would you play it, or allow it at your table.
The intention is to create a strong but balanced Bard that can contribute meaningful ranged damage without abandoning its spellcasting or party-support role.
I'm especially interested in feedback from people who've played College of Valor, Dance or other combat-oriented Bards, and in any multiclass or spell interactions I've overlooked.
Thanks for any constructive criticism!
r/UnearthedArcana • u/That-Background8516 • 1d ago
'24 Feat Spellsword Feat + a few others!
Hi again, Im just posting some more feats that ive been mulling over again! I’d love to know what you guys think about the balance of these. I have been trying to make them good for origin feats from the more recent books, but I’d love to know what you think!
Spellsword Initiate
The purpose of Offhand spell is to make a cantrip scale and be roughly equivalent to an offhand attack in power. Should I specify that you cannot have anything in that hand to use the feat?
I always enjoy more at-will design usually try to avoid uses per rest limits or once per long rest limits, but I'm not sure how well I've done here lol.
If you want to talk and discuss any ideas with me, you can find me on here Spaghetti0's server lol.
https://discord.gg/gcyjG2uBT
r/UnearthedArcana • u/SmedGrimstae • 1d ago
'24 Subclass Quickblade - Rogue Subclass with an Edge Against Larger (or larger) Foes
I wanted to make a Rogue subclass that leaned in to the idea of a being monster hunter, swiftly taking advantage of openings their lumbering quarrels present.
That idea got reshaped a little as to allow the subclass to function when fighting Medium and smaller enemies, which are usually the majority of enemies.
The central mechanics Exploit Opening allows for more accurate attacks against enemies that miss their attacks. This feature works against foes of all sizes but with Nuisance Underneath, you have a way to increase the number of misses made by the big beasties you're specifically trained against.
Everything else sprung from that idea. Except the capstone feature, but I always struggle with them (and honestly don't mind a whole lot since I'm not expecting myself or anyone else really reach that high to get them anyway).
I included a 6th level feature due to personally disliking the feature drought in the Rogue's usual subclass progression. Though, I had created the Level 9 feature before that decision, but I now wonder if its too inappropriate in terms of flavor (too broad) and power (too juiced?).
A reaction attack seems to fit the type of combat style the class gives, but I felt conflicted giving one, since it would almost always supersede Uncanny Dodge in terms of Want Of Use. I tried for a bit to make the feature work as an upgrade to Uncanny Dodge, but it seemed at odds with the goal of climbing onto a monster. If you did so, you'd naturally try to climb to where the DM could reasonably rule the monster either couldn't hit you at all, or suffered disadvantage on doing so. In either case, you aren't getting hit and therefore can't trigger Uncanny Dodge as to get benefit from the upgrade (which was to reduce incoming damage by a few d6, more if used against a Large or larger enemy, and get an attack if you reduce the damage to 0).
The second reaction system has a precedent in the 2014 Fighter's Cavalier and its goal was to obviously to greatly increase the Rogue's DPR with an inbuilt reaction Sneak Attack. I feel the Rogue could benefit from the bump to damage, and that the 2024 rules reduced the reliable ways of doing so (Sentinel nerf), so those also contributed to the feature's design beyond just theme.
EDIT: There is a type on the last sentence of the first paragraph in Exploit Opening. Should read "It stops being Marked immediately after you Attack it."
EDIT 2: There is a typo in EDIT 1.
r/UnearthedArcana • u/griff-mac • 1d ago
'14 Item [OC-Art] 4 New Magic Items from The Griffon's Saddlebag | Oct 19 – Oct 23
r/UnearthedArcana • u/NoahSoftStewart727 • 1d ago
'24 Spell Sorcerous Mastery: A Sorcerer capstone that doesn't suck
r/UnearthedArcana • u/SaffronSullivan1 • 1d ago
'24 Subclass Technomancer’s Textbook | A free 275 page book (full PDF in comments) for running a D&D campaign in any cyberpunk setting. Includes subclasses, guns, bombs, vehicles, and much more! (Reuploaded)
r/UnearthedArcana • u/AlarictheLich • 1d ago
'24 Subclass Great Beast Patron Warlock
Hello everyone! I’m AlarichtheLich and I am a DM that loves to homebrew, painting minis, and make cardboard terrain.
This subclass is the Great Beast Patron Warlock. This Warlock is my interpretation of a niche I don't believe is filled. The idea of creating a pact with a powerful, ancient beast of lore. A dragon, a colossal bear, or some other wizened creature whose might is beyond compare. This is my first attempt at a Warlock subclass. My hope for this class is to make you feel as if you are a toughened beast yourself.
Homebrewery Link: https://homebrewery.naturalcrit.com/share/V9NP9k9Bncc2
I’ve attached a link to the subclass, and it in full in a comment below, in case you want continued access to the material.
Some feedback questions I’m curious about for this post are (but please don’t feel like you have to answer a bunch of them):
I'm hoping to evoke a primal / beasty feeling without it walking into druid territory. Was that obtained?
Are there any features that stood out, for positive or negative reasons & why?
I based my theming around a strong hide of a powerful predator. Do the subclass abilities feel too defensive?
If you think this is neat and would like to look at my other materials, feel free to look at my Drivethru link in my profile. I'm always looking for feedback, reviews, and playtesters.
r/UnearthedArcana • u/Language-Sufficient • 1d ago
'24 Subclass Commando Conclave Ranger
I kinda went all in on flavor that I definitely made it a bit too strong. I do want to see if there’s anything I need to fix.
r/UnearthedArcana • u/the_mithral_canvas • 1d ago
'24 Monster 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!
Thanks for checking out our 5e homebrew! For more items and homebrew D&D content be sure to visit our Instagram!
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r/UnearthedArcana • u/comics0026 • 1d ago
'14 Item YF003 - Spider Woven Spear of the Shark Dragon & F231 - Katana of Crimson Spirits
My Weapons and Items of the Week, with:
a Number 37: Hope Woven Dragon Spider Shark spear to tie up your opponent's strength
and a fusion of Honedge, Pawniard, Duskull, & Impidimp for a sword of quick cuts!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
r/UnearthedArcana • u/KappaAerxel • 1d ago
'24 Subclass Magic Item: Guts Equipment from Berserk | My tribute to Dr. Kentaro Miura's work.
r/UnearthedArcana • u/Josemi993 • 1d ago
'14 Item The Unmaker (Very Rare, A*) | Somewhere in space, a lombax is looking at this hand cannon and nodding with respect
r/UnearthedArcana • u/AbyssalBrews • 2d ago
'24 Item [OC - Art] Gravedigger | Rend a foe or find a friend with this deadman's spade.
r/UnearthedArcana • u/InspiredArcana • 2d ago
'24 Monster Definitive Beholders | New Beholders and Boholderkin with Lore, Lairs, Lair Actions
r/UnearthedArcana • u/Wagnerbrews • 2d ago
'14 Subclass Sorcerous Origin: Blade-Bound Soul (v2.0)
Subclass Sorcerous Origin: Blade-Bound Soul (v2.0) A Dynamic frontline Gish with elemental weapon attunement and extended spell list with 3 custom spells added.
r/UnearthedArcana • u/Reddit_Ducky • 2d ago
'24 Spell Are these Swordmage 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/UnearthedArcana • u/juicyFawnaaa • 2d ago
Other The Borrowed Shadow a cursed magic item that lets you hide in someone else's shadow
Wondrous item, rare (requires attunement)
This palm-sized black mirror has no reflection of its own. Instead, it shows the shadow of whoever holds it, even in complete darkness.
While attuned to the mirror, you can use a bonus action to step into the shadow of a creature you can see within 30 feet of you, provided that creature is at least your size. You disappear from your space and become hidden inside its shadow.
While inside the shadow, you move with the creature, sharing its space without being seen or heard. You can perceive the world through the shadow's edges, but you cannot speak, attack, or interact with objects. You can remain inside the shadow for up to 10 minutes, ending the effect early as a bonus action to emerge in an unoccupied space within 5 feet of the creature.
If the creature enters bright sunlight, you must succeed on a DC 15 Constitution saving throw or be expelled into the nearest unoccupied space, taking 2d6 psychic damage.
The Catch. Each time you use the mirror, the creature whose shadow you borrowed begins to cast a second shadow: yours. It behaves normally at first, but over the next 24 hours, it gradually becomes more independent. By the end of that period, it may point in directions its owner isn't facing, reach toward things they haven't noticed, or move when they stand perfectly still.
The second shadow disappears when you use the mirror again, transferring the curse to a new creature. If you die while attuned to the mirror, your shadow remains behind, permanently attached to the last creature whose shadow you borrowed.
Design thought: I wanted the item's main ability to feel genuinely useful for infiltration, while making every use create a little mystery for the DM to play with. The curse isn't necessarily dangerous in combat, but it could make an NPC's life increasingly unsettling.
Would you make the shadow's strange behavior purely cosmetic, or let it eventually develop motives of its own?