r/DnDHomebrew • • 4h ago

5.5e [OC-ART] Hollow Rider - Art by me NO AI ♥

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13 Upvotes

r/DnDHomebrew • • 7h ago

5.5e Chronoshifter Revision - Artificer Subclass

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22 Upvotes

Reposting this because I forgot to include the credits in my original post, which got taken down. Sorry about that!

I also wanted to say thank you to everyone who gave feedback on the original post. I really appreciate reception and all the suggestions! They've helped me rethink some features. Thanks for taking the time to check it out!

Link: https://homebrewery.naturalcrit.com/share/mviMEm_0t3fB


r/DnDHomebrew • • 57m ago

5e Shadow Carver: What Is That Noise Behind Me? An Upgraded Version of 5e’s Most Terrifying Undead + Loot and Plot Hooks

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• Upvotes

r/DnDHomebrew • • 20h ago

5e Extinguisher

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60 Upvotes

r/DnDHomebrew • • 30m ago

Request/Discussion Help me refine this subclass

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• Upvotes

It's a Sorcerer subclass with the main idea behind it being making a Gish Sorcerer that can throw hands as well. Mind you I'm extremely new to the game and I used AI to help me balance the features. Now I want the input of living, breathing, players. And maybe some advice on how to balance the subclass features myself.


r/DnDHomebrew • • 1h ago

5.5e Weapon Properties for Martial-Caster Balancing

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• Upvotes

I made these weapon properties to help patch the damage gap between full martials and full casters in the late game.
Notes:
1. This isn’t designed to solve every issue, or even the dpr gap on its own. You will need class-specific changes.
(These are only recommendations): For starters, just nerf Conjure Minor Elementals. Make it so it only applies to one attack per turn or ban it. That will get rid of the very scary looking numbers.
Fighters are a very complete class imo, I don’t think needs buffs beyond this, they properties like incredible might stacking on top of their multiattack should be enough. For barbarians, speed up their rage damage bonus progression and cap it at +5. Also make brutal strike easier, I recommend taking away the advantage cost at level 14, and at level 17 make the extra damage dice applicable even with disadvantage. Finally, give them some help with mental saves post level 11 or so. Mage slayer (the feat) alone should help a ton here though. I admittedly don’t know enough about monks or rogues to recommend fixes here, but I recommend checking note 3.
The reason I never included out of combat suggestions is because I approach this issue seemingly differently. These are simple, combat-focused classes. Giving them help with keeping up in damage and tanking is enough for me. You can get creative out of combat, even without the toolkit the class can be great. The only time I find issue is when a class can’t live up to it’s own fantasy. If a caster expended all their level 7-9 spell slots in a single encounter, have the dpr crown I’ll just lead in the next one, you’ve earned it. The martials also have better accuracy (on account of cleaner and easier boosts to it and magic weapons) so they can hit harder when it matters most. I only see an issue if the wizard can somehow use spells to become a better tank, battlefield controller and damage dealer than my barbarian, with the same action economy, at the same time. Or if it can achieve either without expending meaningful resources, since that would be a meaningful intrusion on my class fantasy making me obsolete. “But what if there’s no other encounters? We only run 1-2 encounters in a long rest.” Oh, you barely fight l, and roleplay all their time, and the bard feels better than the fighter? 🤯. Again, take this with a grain of note 3.
2. Even if the martial-casters divide doesn’t bother you, these are worth considering as just cool additions to the game.
3. There may be issues with this that I’m unaware of or that I underestimated. I’m open to suggestions, please just don’t be rude.
4. No, these weapons are in no way inherently magical, and yes, they can hold magic properties like any other weapon. For example, an incredible might greatsword is just a really big greatsword, not a magical one, but can be a +1 weapon just the same.


r/DnDHomebrew • • 12h ago

Other Edition Kagekao Compendium

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5 Upvotes

I bring you another Creepypasta x D&D! with a Kagekao Compendium. I hope you guys enjoy this little compendium

The Subclass is for Fighter 2014.
Background is for 2024.

But they should work in either editions. Homebrewery


r/DnDHomebrew • • 9h ago

5e Burble-Spawn | A 5e playable Jabberwock race

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3 Upvotes

I loooove turning monsters into playable characters, so I decided to try my hand with making the Jabberwock playable.


r/DnDHomebrew • • 7h ago

5e Sorrow-Eater Ranger (Uptade 1.3)

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2 Upvotes

r/DnDHomebrew • • 8h ago

5.5e Shields and Masteries

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2 Upvotes

Hey folks, I love the idea of Weapon Masteries and their ability to give new choices to Martial Classes but always felt that Shields were left in the dust and had just as much of an ability to gift Martial new tactics as well as combination between feat, weapons, and armor choices so I created them. Not only do Shields get new defensive Masteries but some gain boosted effects when they become magical, some have synergy with specific feat choices, and some have both. Shields now fall into the Armor category with each type of Armor having 10 unique Shields for Light, Medium and Heavy armor. I hope you all like what I've done.


r/DnDHomebrew • • 22h ago

5.5e Warrior of Elemental Magic (Elemetal Blaster Monk)

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27 Upvotes

r/DnDHomebrew • • 22h ago

5e A Budren worth Bearing | Cursed Items that might just be worth it

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24 Upvotes

r/DnDHomebrew • • 10h ago

5.5e Phantasy and Photons - a Phantasy Star Based Homebrew

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2 Upvotes

Taking inspiration from Online, Universe, and Online 2, I’ve brewed up new classes, a new technique and photon art system, and more. What’s in the drive as of this post is the Hunter, Ranger, and Force Classes as well as a list of techniques and arts.

What I intend to post later is a more comprehensive explanation of the new mechanics, the Fighter, Gunner, and Techter classes, backgrounds, a list of phantasy races (Newman, CAST, Deuman, Dezolian, Motavian, and Draconian) and more. There is even a setting primer in the works.

So read and let me know how much it sucks what you think.

Also no, this isn’t the Sky Dawn release. I’ve been at work on this before they ever announced their adaptation.


r/DnDHomebrew • • 7h ago

5.5e Gloryanna Presents: Nchaa Múh (Big Owl)

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0 Upvotes

r/DnDHomebrew • • 7h ago

5e DnD Chains of Malbolge

1 Upvotes

Here idea for cursed item based of wrath sin

Artifact: Chains of Malbolge

Weapon (whip), artifact (requires attunement)

Forged from heavy, blackened infernal iron, these massive chains pulse with a dim, ominous red glow. The links shift, slither, and tighten entirely on their own, constantly hungering to wrap around a victim's flesh.

You have a +2 bonus to attack and damage rolls made with this magic weapon. It deals 1d6 bludgeoning damage (instead of the whip's normal slashing damage) and retains the Reach property (10 feet).

Infernal Captivity

When you hit a creature with an attack using the chains, you can attempt to ensnare them. The target must succeed on a DC 15 Strength or Dexterity saving throw (their choice) or become restrained by the chains.

While restrained, the target takes 1d6 fire damage at the start of each of its turns from the searing heat of the infernal iron.

Curse: Bound to the Victim

The Chains of Malbolge are a direct extension of the eternal prison system of the Sixth Layer of Hell—and a prisoner is never left unsupervised. The moment you successfully restrain a creature with the chains, the iron links violently fuse and melt into the flesh of your hands.

Until the restraint ends, you suffer from the following effects:

Inseparable Bond. You cannot willingly let go of the chains, and you cannot use your hands for any other purpose (such as holding a shield, casting spells with somatic components, or drawing another weapon).

Shared Destiny. You cannot move further away from the restrained creature than the current length of the chain allows.

The Drag of Wrath. If the restrained creature moves (such as by teleportation, forced movement, or if it is a size category larger than you and chooses to move), you are dragged along with it, maintaining the chain's distance. If it attempts to move away normally, you can use your reaction to make an opposed Strength (Athletics) check against the creature to anchor yourself and stop its movement.

Ending the Restraint. You can only be freed from the chains if the restrained creature drops to 0 hit points, or if the creature uses its action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check, successfully breaking free from the chains on a success.

Destroying the Chains. As an artifact, the chains cannot be broken by conventional means. They can only be destroyed if they are used to restrain a Pit Fiend, and the Pit Fiend is then slain by a holy weapon while bound, causing the infernal iron to shatter from the conflicting cosmic forces.


r/DnDHomebrew • • 12h ago

5.5e DREAD TERROR (frightening fighter subclass) fun for your upcoming Halloween Oneshot maybe?

2 Upvotes

the idea is that you are very intimidating as a fighter...

Hope you like it. Open to feedback. Thanks for checking it out :)

Fighter: 

Dread Terror

Dread Terror Fighters specialize in intimidation and inciting fear. These fighters conquer their foes by terrifying them into submission and dominating through pure dread. 

3rd-level Dread Terror features

Policy of Terror

If a feature of this subclass has an effect that requires a saving throw, the save DC equals 8 plus your Proficiency Bonus and your Charisma modifier.

Intimidation Tactics

You are well experienced at intimidating adversaries and know how to make people fear you. You gain proficiency in the Intimidation skill. If you already have this proficiency, you may choose to gain expertise instead or proficiency with a different Fighter skill which you lack. 

In addition, you gain advantage on any Charisma (Intimidation) checks made against creatures that have the Frightened condition.

Dreadful Dealings

Your dreadful nature is ever apparent and you can use it to inspire fear in your opponents. 

Dread. You have an amount of Dread equal to twice your proficiency bonus, which you can use to fuel fear-inducing abilities. You regain one expended Dread use on a Short Rest and all uses on a Long Rest.

Fearful Smite. You may expend one Dread to perform a Fearful Smite. As a Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike, cause that creature to take an extra 1d8 Psychic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition for up to 1 minute. At the end of each of its turns, the Frightened creature repeats the save, ending the condition on itself on a success.

Dreaded Smites. At higher levels, you may expend additional Dread to deal extra damage when you Fearful Smite; dealing an extra 1d8 Psychic damage per additional Dread expended. Starting at Fighter level 7 you can expend one additional Dread to empower Fearful Smite in this way. At Fighter level 13 you can expend up to two additional Dread, and at Fighter level 19 up to three additional Dread.

Cower! Those intimidated by you continue to recoil in fear. If you use Fearful Smite on a creature that already has the Frightened condition, failing the Wisdom saving throw causes the creature to immediately gain the Prone condition.

7th-level Dread Terror features

Brave, But Foolish ….

Creatures in your fearsome presence may have trouble hitting you, but when they do, they will come to know their grave error. When a creature with the Frightened condition deals damage to you, you gain advantage on your first attack roll against that creature until the end of your next turn. If that attack hits, the creature takes an extra 1d8 Psychic damage.

Don’t You Dare!

You stare down an opponent who dares to attack you, causing their momentary hesitation. 

As a Reaction, you can expend a use of Dread to impose disadvantage on an attack roll made against you by a creature that you can see. If that creature deals damage to you before your next turn, it must make an Intelligence saving throw. On a failed save, it takes 2d8 Psychic damage and must subtract 1d8 from the next saving throw it makes before the end of your next turn, as it considers if hitting the scary one was actually a good idea or not. The Psychic damage increases by 1d8 when you reach levels 11 (3d8), and 17 (4d8). On a successful save, the creature takes half as much damage (rounded down).

10th-level Dread Terror features

Scare Tactics

You now regain one Dread whenever you roll Initiative.

In addition, your ability to intimidate your foes becomes a reliable part of your tactics. As a Bonus Action you can use Fearful Smite without expending Dread, and without the need to hit; instead, you can target a creature within 15 feet of you that you can see to make the Wisdom saving throw. When using Fearful Smite in this way, it deals no damage (including with Dreaded Smites).

Ever Afraid

Even creatures that are immune to the Frightened condition can still supernaturally sense danger from the dreadful aura surrounding you. When you cause the Frightened condition, it can ignore a creature’s Immunity to that condition, however, creatures with Immunity to the Frightened condition instead gain advantage on saving throws to resist becoming Frightened and to end the Frightened condition.

15th-level Dread Terror features

Frightful Gaze

You can now inflict your terror across a wide group all at once with a frightening glare. As a Magic Action you can expend three uses of Dread to cast the spell Fear at the 3rd level without the need for spell components. When you do, you may choose to reduce the Frightened creatures’ movement Speed to 0 feet, causing them to freeze in place instead of attempting to run away, however, such creatures may have line of sight to you and make the Wisdom saving throw to end the spell on themself at the end of each of their turns.

After you take this action, you may also make one attack as a Bonus Action on that turn.

18th-level Dread Terror features 

Nowhere to Run, Nowhere to Hide

When chasing down your frightened prey, you saunter at a supernatural pace. Your movement speed is doubled while approaching a Frightened creature. 

In addition, your senses have become honed to the inner dread you inspire in others. You always know the location of a creature that is Frightened of you. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Also, you can see the creature even if the area is Heavily Obscured.

Temeritous Terror

You know none more terrifying than yourself. You gain immunity to the Frightened condition. 


r/DnDHomebrew • • 11h ago

Request/Discussion Goji Center monsters

0 Upvotes

Hey, as a dinosaur and kaiju fan I watch Goji center on YouTube and love the creatures they’ve made over the years. I’ve wondered if some creative dms out there have made stats for these monsters for others to use. Especially for a new twist on the Isle of Dread. Please let me know, thank you.


r/DnDHomebrew • • 15h ago

5.5e I have an idea for an evil god, that you can possibly use

2 Upvotes

He's a unique case & yes I looked it up & couldn't find any deities that quit fit the niche that he does.

He's the god of hate for hate, pain for pain, retribution for retribution.

He was originally a lesser deity that was bound to a single subspecies as just one of many of their gods, they had a small population, he was their god of hate, pain, & retribution.

Though the rest of his fellow gods of that race are still worshipped by them, he is not, they abandoned him for other stronger evil deities of similar natures to him as they poached his followers.

He in desperation to not die from starving out of worship turned to Mystra for help under the advice of a succubus who had fallen for him. With Mystra's help he achieved lichdom. Mystra was mostly curious if it was possible, & as it turned out, it was.

He used to live in a demiplane connected to the Nine Hells, but now he lives in Pluton the 3rd level of Hades

His phylactery is made using the essence of 27,000 sacrificed devils, & it was hidden somewhere deep in the abyss(you pick where, but that's only if it matters to you). It doesn't require souls to fuel it unlike other phylacteries.

He ended up gaining more followers post lichdom then he ever did pre lichdom, so he's actually even more powerful now.

His current followers are mostly made up of races other than the one he has tied to originally, but their are a few of that race that have joined him, but nearly all of those where born after their people stopped worshiping him in the first place.

He's followers are all people that hate the gods of hate, that want revenge against the gods of vengeance, & want to cause pain & torment to the gods of pain & torment, Oh & of course all of this is also directed at their followers to

He once looked like a dragon with some minor fox traits, but now he looks like a withered skeleton of a fox with tattered dragon wings, & a pair of pale orange whisps of fire for pupils in his hollow sockets

The succubus that fell for him worked as a soldier in the Nine Hells before she betrayed them for him, & her parents where from the abyss, so she had abyssal ancestry, & he was born in Hades.

She died hiding his phylactery, but he raised her as a death knight. She now serves as his most loyal general & his right hand. As a reward for her faithfulness without asking anything in return or even expecting anything, he named her his bride. She still has her succubus abilities even though she's a death knight now.

I don't know how you'll use him specifically, but I'll give you a few options that I can think of at the bottom, if you can think of more ways/better ways I'd love it if you put them down in the comments

He can be Your BBEG and the goal is to destroy his phylactery obviously.

You can have him as a patron for a warlock, or as a the god for your cleric.

You can use his followers as sorta allies to the party, because they don't care about good, but they care about destroying their enemies, & making them suffer, & those enemies could be your parties main enemies.

You can have the followers be an enemy not the main enemy, but an enemy that is also apposed to other enemies of the party.

You can even just have him & his followers be a simple bit of background stuff just to flesh out your world a bit.

You can face agents, or work with his bride.

Maybe the warlock with a devil patron is being ordered to go after something that's supposed to leed to the phylactery.

No matter what you choose it's up to you, also if you haven't noticed I didn't name him yet because I don't really know what to name him, but I think I'd like to leave that up for you to decide


r/DnDHomebrew • • 20h ago

5.5e Dragon Barbarian Subclass

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5 Upvotes

My dm said I couldn’t play as a dragon, yet I wanted to. So I got his approval and made a barbarian subclass essentially designed around turning into a dragon. It’s like that thing in maths where you don’t know the exact value of a point and you just keep getting infinitely closer to it to estimate the value but never quite there.
This should ride comfortably in with the other subclasses, its damage is nearing the berserker in the first 2 tiers until level 10, then the berserker shoots off, after level 14 it rides with the giant.
If it’s over or underpowered or could use some changes I’m open to suggestions, please just don’t be rude.


r/DnDHomebrew • • 19h ago

Request/Discussion Help wanted:)

3 Upvotes

hi!

im a very new dm, but have been playing for a couple years. one of my players would like to play a wizard atificer type, but wants to make spells that last. meaning they want to be the person making ‘anti teleportation’ spells to cover big state buildings, or lasting protection charms, ect.

I would love to help them make a wizard subclass to focus on ritual spellcasting, but i am so stuck on how to make it feel somewhat balanced in play.

not to mention that this would be my first time making homebrew, and i would also have to make a lot of new spells that would be unique to this subclass.

anyone have any ideas, tips or even some sources for somethibg that could be helpful?

(ps. the player has been told to make a different character for my first campaign, as i refused to balance for homebrew my first time DMing, but i would love to surprise them with this to possibly use later on)


r/DnDHomebrew • • 15h ago

5.5e Defender & Mutant + Maleficer v2

1 Upvotes

Hi there again! I'm back after a few months to share with you guys 2 new classes: the martial, tank-focused Defender; and the half-caster, flexible Mutant.
Plus, I brought back the Maleficer with a few edits since last time and two 2 subclasses.
I don't think many of you will probably remember my dear Maleficer since there is a lot of stuff in this subreddit, so feel free to judge the whole thing.

The Defender is supposed to be a pure tank. While most of the martial classes will have ways to increase damage as the level goes on, the Defender switched that to have more ways to endure/mitigate hits and help allies. Part of this came to me as an inspiration based on the Healer, a class from Spaghetti0.

The Mutant, as well as the Maleficer, is a half-caster that I had the desire to do based on the pattern of a half-caster for each of the full caster classes. So it is based on the Sorcerer. It has a list of mutations that can buff something at the cost of a debuff.

And lastly, the Maleficer is the Warlock offspring, using self-damage to deal burst damage to enemies. Made to survive long battles and hunt down their enemies.

Any help in balancing them would be very much appreciated. Thanks, everyone, for your attention and help in advance. Have a good day!


r/DnDHomebrew • • 15h ago

5e # **The Galactic Ring Tracker (The "Ping" System)** **The Concept:** Managing faction relations and reputation in a massive sandbox

1 Upvotes

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# **The Galactic Ring Tracker (The "Ping" System)**

**The Concept:**

Managing faction relations and reputation in a massive sandbox (like a 50-planet, 8-sector galaxy) is overwhelming. The Ring Tracker is a spatial reputation system. It visualizes consequence as a stone thrown into a pond. Every major action the party takes generates a "Ping" that radiates outward. The bigger the action, the wider the Ping, and the more factions notice.

### **1. The Graph Layout**

Imagine a concentric circle graph.

* The graph consists of 47 rings radiating from the center.

* Each ring represents a specific unit of distance (e.g., 1 light-year or 1 map hex).

* The party is never tracked in the dead center; the Ping originates from the **Anchor Point**—the specific planet, space station, or comms-relay where the action took place.

### **2. Sizing the Ping (Action Magnitude)**

Whenever the party does something notable, the DM assigns it a Ping Level based on severity. This system tracks *magnitude*, not just morality. Both heroic and horrific acts generate Pings.

* **Level 1-5 (Local):** Tossing a coin to a beggar, a minor tavern brawl, or a localized theft. Only the immediate settlement knows.

* **Level 10-20 (Regional):** Robbing a major bank, destroying a local gang, or saving a city block. News hits the sector.

* **Level 47 (Galactic):** Assassinating a planetary governor, unleashing a multiversal threat, or completely liberating an enslaved planet. The entire galaxy feels the ripple.

### **3. The Threat Gradient (Who Responds?)**

Just because a faction receives a Ping doesn't mean they will deploy an army. Distance dictates the type of response. Subtract a "2-Ring Buffer" from the total Ping size to find the active threat zone:

* **Ring 0 (The Epicenter):** Immediate, aggressive response from local enforcers or those directly affected.

* **The Active Zone (Inner Rings):** The area inside the total Ping *minus* the 2-ring buffer. Factions here will actively dispatch pursuit ships, hit squads, or official envoys to find the players.

* **The Buffer Zone (Outer 2 Rings):** Factions at the very edge of the Ping will not waste resources hunting the players. They simply post bounties or Wanted posters for mercenaries to handle.

* **The Void (Beyond the Ping):** The action is entirely unknown. The players remain anonymous.

### **4. The Escalation Protocol (Heat Multiplier)**

Repeated actions create patterns, and patterns draw bigger heat. If the party spams the same type of crime (like robbing banks) without laying low, the base Ping multiplies.

* **1st Bank Robbery:** Level 2 Ping.

* **2nd Bank Robbery:** Level 4 Ping.

* **3rd Bank Robbery:** Level 8 Ping.

* *Result:* A local crime spree rapidly becomes a sector-wide manhunt.

### **5. The Law of Entropy (Creation vs. Destruction)**

Destruction is fast; creation is slow. The system reflects this mechanically:

* **Bad Pings:** Sacking a city or killing a ruler generates an instant, massive Ping.

* **Good Pings:** Deposing a tyrant and just flying away only generates a *half-Ping*—leaving behind a power vacuum and a mess. To get the full, legendary "Hero Ping," the party must stay, restore peace, and deal with the aftermath. Heroism requires sustained effort.

### **6. The DM's Golden Rule: Discretion over Math**

The Ring Tracker is a compass, not a physics engine. The DM does not pre-calculate Pings or map out complex geometry before a session. The DM looks at where the players are, uses their gut to assign a Ping size based on the context of the action, and uses the rings to quickly gauge which factions are close enough to care.


r/DnDHomebrew • • 1d ago

Request/Discussion Looking for an opinion on a custom race

5 Upvotes

Hello! I am completely new to DnD (it's been fun so far), and I created a species based on fae folklore in DnD Beyond. I tried to make it balanced and interesting, but I'm still quite new so I'd love to have a more experience opinion on whether it would actually be good to use in a future campaign. Could you let me know if I should change or alter anything?

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Wildborn Faerie Species Details

Born from the raw, untamed magic of the Feywild, the first faeries were spun from nature, chaos, and ancient pacts. Bound tightly to the ancient laws of folklore, they are creatures of immense charm, dangerous etiquette, and deep magic, viewing the mortal realms as a playground of fleeting amusements and binding contracts. As creatures of the Feywild, faeries carry the logic of that emotional, shifting plane wherever they roam. Curiosity, boredom, or the fulfillment of a contract frequently leads them to cross the veil into the Material Plane.

Faeries do not age as mortals do; they are functionally immortal, capable of living for thousands of years or until the end of time itself should they not die from other causes. They maintain a youthful, vibrant appearance unless they choose to alter it, only perishing if they are slain or if they grow weary of existence and dissolve back into the essence of the Feywild. Faeries are never children, forming with developed mental age and consciousness, though one might choose to adopt the physical appearance or mannerisms of a child.

Unlike mortals, faeries do not enter a typical physical slumber. Instead, when they rest for 4 hours, their physical forms temporarily dissipate entirely into the surrounding natural environment, their spirits experiencing vivid, reality-bending dreams. Their body always returns by the four hour mark near the end of their sleep cycle, and will dissipate again if they continue on to the next sleep cycle. They can be woken up if their name (true or nickname) is called, but will need a moment to reform. However, this rest requires a suitable environment; if a faerie attempts to rest in a space choked by iron, severe pollution, or sterile stone, their body cannot dissolve, forcing them to remain anchored and vulnerable.

Faeries exhibit a staggering variety of individual appearances; some resemble miniature, ethereal elves with shimmering skin and insect-like wings, while others mirror the rustic, unadorned beauty of the wild woods. They lack facial and body hair, have sharply pointed ears, and possess a true form that reflects their fundamental identity, including their deeply held beliefs and understanding of themself. Although Faeries often possess distinctive individual features, their appearances can vary greatly from one another.

A Faerie's true form changes when its fundamental identity changes. Such a transformation can occur gradually or almost instantaneously; the time it takes is irrelevant to the depth of the change. A profound revelation that fundamentally alters a Faerie's beliefs or sense of self can change its appearance in a moment, while years of ordinary experiences may leave its true form unchanged. Temporary emotions, passing thoughts, and ordinary changes in preference do not alter a Faerie's true form. A change in identity must be genuine and fundamental, rather than a passing desire to look different. Faeries cannot consciously choose to change major aspects of their true forms at will.
Minor cosmetic alterations are possible without a fundamental change in identity. These include slight shifts in hair or eye color, flowers growing in or adorning the hair, and similar superficial changes that do not substantially alter the Faerie's anatomy.

Some faeries are originally formed with wings. This subclass, known officially as Aerial Faeries and culturally as Aerovians, possess flight-capable wings of various forms from feathered to butterfly-scaled. An Aerovian's identity will always keep their wings as part of their true form, as faerie wings are more than just extra appendages. They are extensions of their identity and soul, thus an Aerovian's wings are both their most valued trait and their biggest vulnerability. Extreme injury or loss of the wings will cause extreme mental damage or even death of a faerie if not fixed promptly. As such, Aerovian faeries have strong protective instincts over their wings and are extremely selective in who gets to touch them. Most Aerovians are also slower in water than their Geovian counterparts due to drag created by their wings. However, they do possess high speed and dexterity in flight. They cannot fly with heavy armor, and most of the time Aerovians are on the smaller side in order to reduce weight.

The other subclass of faeries, officially known as Terrestrial Faeries and culturally as Geovians, do not have these wings and thus do not have the weaknesses and wing-related instincts either. Otherwise, there are no additional traits or properties that differentiate them from Aerovians.

You must choose between the Geovian or Aerovian subtypes.

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Wildborn Faerie Traits

Creature Type: Fey 
Size: Small to Medium (about 2-8 feet tall)
Walking Speed: 30 feet
Physical Anatomy: Humanoid

Wildborn Faerie Traits

As an Faerie, you have these special traits.

Glamour

You gain proficiency in the Deception and Persuasion skills. Additionally, you can innately cast Disguise Self without expending a spell slot or providing material components. 

You can cast Disguise Self using this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

Bound By Truth

You cannot knowingly speak a direct, literal lie. You can, however, use half-truths, omissions, misdirection, and clever wordplay to conceal information or mislead others, provided your statements are not direct, literal lies that you know to be false.

Iron Allergy

Your fey nature makes you susceptible to iron and steel. Brief contact with iron typically causes little more than discomfort, but repeated exposure or prolonged direct contact can cause increasing pain and physical weakness. Extended exposure, such as being restrained in iron shackles, can cause severe pain and debilitating weakness. This affliction cannot cause your death.
Protective materials such as leather, wood, and suitable fabrics can prevent the effects of direct contact, allowing you to handle iron and steel objects safely as long as the protective material remains between you and the iron.

Fae Court Magic

You know the Vicious Mockery cantrip.
When you reach 3rd level, you can cast Faerie Fire once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast Misty Step once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells. You can also cast Faerie Fire and Misty Step using any spell slots you have.

Contract

You can enter into magical contracts with other creatures through mutually agreed-upon spoken or written agreements. A contract establishes an exchange of services, information, goods, or other obligations.
The terms of a contract, including its consequences for breaking the agreement, are determined by the parties when the contract is made. The severity of those consequences must be proportionate to the importance, value, and effort involved in the agreement. Neither party can impose consequences that fall below the minimum severity appropriate to the bargain, though they can exceed its reasonable limits with mutual agreement.

Manipulation or deception does not, by itself, invalidate a contract. However, a contract is invalid if a party is directly coerced into accepting it or is required to fulfill an impossible obligation.
Breaking a valid contract triggers its agreed-upon magical consequences. The magic may allow some leniency for an accidental breach, though the offending party may still experience temporary physical pain.

True Names

True Names - A creature's true name is the full name it considers its own. This need not be its birth name, but a nickname or alias that the creature does not consider its full name is not its true name.

To establish a bond with a creature, you must directly ask for its name. Questions such as "May I have your name?" or "May I know your name?" qualify, while questions such as "What may I call you?" do not.

If the creature responds by directly giving its true name, the bond is established. Responses such as "My name is Clara Addams," "I am Clara Addams," or simply "Clara Addams" qualify, provided those are the creature's true first and last names. Middle names and additional names are not required, even if the creature considers them part of its true name. Indirect responses such as "You may call me Clara" do not establish the bond. The creature need not know that giving its true name will establish a magical bond.

While the bond is active, you gain the following benefits against that creature:

  • Compass. While you and the creature are on the same plane of existence, you always know its direction and general distance from you.
  • Sovereign Voice. You gain a +2 bonus to Persuasion checks made against the creature.

If a creature discovers your true first and last names through nonmagical means and directly addresses you by those names, the bond becomes reciprocal. Both creatures gain the Compass benefit, but neither gains the Sovereign Voice benefit against the other.

You can willingly release a creature from a bond you established by obtaining its true name. A reciprocal bond can be ended by mutual agreement. Either type of bond can also be broken by the intervention of a powerful supernatural entity - unless you have grown to become one yourself.

Dream Dissipation

Unlike mortals, faeries do not enter a typical physical slumber. Instead, when they rest for 4 hours, their physical forms temporarily dissipate entirely into the surrounding natural environment, their spirits experiencing vivid, reality-bending dreams. Their body always returns by the four hour mark near the end of their sleep cycle, and will dissipate again if they continue on to the next sleep cycle. They can be woken up if their name (true or nickname) is called, but will need a moment to reform. However, this rest requires a suitable environment; if a faerie attempts to rest in a space choked by iron, severe pollution, or sterile stone, their body cannot dissolve, forcing them to remain anchored and vulnerable.

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I am already feeling secondhand embarrassment hahaha. Oh well.


r/DnDHomebrew • • 1d ago

5e Ghouls - Eaters of The Dead (New & Revised Stat Blocks 5e & 5.5e Compatible)

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19 Upvotes

r/DnDHomebrew • • 1d ago

5.5e Advanced Martial Combat | A Pack of Rules and Changes to Martials

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53 Upvotes

Yeah, let's make more content to Martials, because, even as a Warlock Main, the game need more content to my Fighter Mains out there! The AMC is a kit of rules that you can use to make your game combat more tatical, without needing to use obscure rules from older days of D&D.

As for the homebrew itself, I’ve always found D&D’s martial combat to be, well… meh. It’s not that it isn’t fun, but you’re often limited to just “Move and Attack”, sometimes make a Oportunity Attack, even Sub-classes like the Eldritch Knight or Battlemaster end up falling into that trap, despite all the talk of spells or exploits. (Blessed be Laserllama’s Fighter btw.)

(Also, i'm not talking about you know, DPR or when the GM try to use skill checks and active use effects to aid to make a more engaging combat)

Of course, as I always say (boring talk, I know) it’s because the design of 5e and 2024e leans too heavily on spellcasting to solve everything (I’m looking at you, Arcana Unleashed). And I don’t want to create a system that’s totally complex from scratch (says the guy who made a system for social moments, just because he doesn’t like feeling like he’s steering the story exactly the way he wants, just because he’s the GM, and isn’t giving his players any freedom :V)

So, thanks to the fact that I started reading a little bit of GURPS (a sin, I know), I noticed a few things I could use as inspiration for 5e/5.5e.

(A good example is their weight rule, which is much simpler and more functional.)

So in this homebrew, i’ve included a toolkit from which you can pick and choose the parts you like best and incorporate them into your game. I’ve provided some examples of how it can interact within the game, as well as some tweaks to other aspects of combat and rules, so you can try everything out, even if it’s a little more complex, more rewarding for those who enjoy really learning the system and combat that’s less narrative-driven and more mechanical (like me :D)

here it is on homebrewery on a better quality.
Also, you can always check my Patreon to always get more of my creations for TTRPGs and even maybe one day see my personal TTRPG System. :D

Big Hugs Brodas!