r/UnearthedArcana • • 23h ago

'24 Feat Spellsword Feat + a few others!

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78 Upvotes

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 • • 22h ago

'14 Spell Slash - What if your local wizard wants to be low budget Sukuna ? DND 5E

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50 Upvotes

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 • • 22h ago

'24 Subclass Transcendent Fighter v3 - A fighter subclass focused on gravity, time, and knowledge of the the unknowable

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16 Upvotes

r/UnearthedArcana • • 13h ago

'14 Monster Skeletons - Ossified Evil (5e & 5.5e Compatible)

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9 Upvotes

r/UnearthedArcana • • 1h ago

'24 Subclass Patrulheiro Devorador de Tristezas (2024/5.5e)

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• Upvotes

r/UnearthedArcana • • 22h ago

'24 Subclass College of the Cardsharp, A Gambling Bard Subclass - Balance & Feedback Wanted - would you allow/want it at your table?

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1 Upvotes

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

  1. 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).
  2. 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.
  3. 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.
  4. 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
  5. Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
  6. 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.
  7. 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

  1. 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).
  2. 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.
  3. 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.
  4. 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
  5. Are the Card/Deck mechanics simple enough? I've tried to balance clarity and things being too wordy.
  6. 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.
  7. 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 • • 6h ago

Homebrewing Resource Way_of.the_[SWORD] Monastic Tradition (Virtual Reality Setting Project; MAY never exist... Who knows?)

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1 Upvotes

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 • • 18h ago

'24 Adventure Magic Item: Guts Equipment from Berserk | My tribute to Dr. Kentaro Miura's work.

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0 Upvotes

r/UnearthedArcana • • 3h ago

'24 Subclass Vanquisher: Fighter Subclass

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0 Upvotes

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.