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The Wildcard Rogue - Homebrew Rogue Subclass
It's hard for your enemies to pin you down when even you don't know what's coming. When you want to roll the dice and feel the fear in your DM's eyes, this is the subclass for you.
#my homebrew#rogue#homebrew subclass#subclass homebrew#dnd rogue#homebrew#dnd homebrew#dnd 5e homebrew#d&d 5e#dnd#dnd 5e#5e homebrew#d&d homebrew#homebrew 5e#subclass#d&d#dnd5e#dungeons and dragons 5e#dnd dungeons and dragons#dungeons and dragons#dnd 5th edition#5e dnd#5e#ttrpg
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The Accursed Playtest 1
Hi there~! I hope these...Interesting times have treated you well, if you want some reprive from the horrors of life, I come bearing you all a gift. My second custom class for Dungeons and Dragons 5th-edition. The Accursed! An individual who became cursed, and has since learned to control it, turning it into a source of power. If you've ever wanted to play frankenstein's monster, a werewolf, or something like the lich king then this is the class for you.
Playing an Accursed
As previously mentioned, the accursed is a half caster similar to your rangers and paladins, focusing on debuffing and other control effects, unlike all other casters, the accursed uses constitution as its spellcasting ability, for your power now derives itself from your now cursed vitality.
Hex Points: Rather than using spell slots, the accursed gains a tiny pool of points, known as hex points to cast their spells, as well as use other accursed abilities. Similar to ki points or the warlocks spell slots, your hex points are recovered upon completing a short or long rest, allowing you to quickly regain your powers on the fly.
Overchannel: Overchannel is a type of stance the accursed can enter as a bonus action, unleashing their afflictions full power, this could take form as a bestial transformation, or a storm of raw arcane energy. While you overchannel your curse you can spent hit dice, rather than hex points when using your accursed abilities, as well as gaining additional benefits determined by your subclass. However, this power comes at a price, for the entire time your cursed is overchanneled, you suffer from a penality.
Accursed Adaptations: As the accursed gains levels, it gains adaptations, ways its curses evolves to be even more debilitating, these are essentially the accurseds eldritch invocation. However, I tried to design these much more as additional abilities the accursed can use, rather than just passive effects they get, though there are absolutely adaptations that are more passive. Some of my favorite adaptations include Evil eye, which lets you see hostile creatures under the effects of your spells as if you had blindsight. Scourge strike, which lets you spend hex points to deal additional necrotic damage on a weapon attack or unarmed strike (Essentially the accursed version of divine smite). And Manifested affliction allows you to summon a ghostly representation of your curse to aid you in battle.
Subclasses
The accursed document features 8 subclasses for your accursed subclass to choose from, while I won't go into great detail for each, I will list what each one does.
The Curse of The Beast is a lycanthrope subclass that turns an accursed into a ravenous beast, unleashing flurries of strikes against their foes.
The Curse of The Immolated is a blaster subclass focused on dealing as much fire damage as possible, burning enemies to a crisp
The Curse of The Immortal turns the accursed into a healer, bestowing them plenty of temporary hit points.
The Curse of Rebirth is a necrotic tank that empowers itself with temp HP, gaining benefits while it has said temp HP.
The Curse of The Sickened is a potent debuff that slowly chips away at its opponents health with powerful poisons and diseases
The Curse of The Parasite is a flexible striker that uses its variety of mutations to adapt to any combat scenario.
The Curse of Misfortune is your archetypal accursed that debuffs foes and bends fate to its will.
And lastly, The Curse of The Warrior is your archetypal gish that turns the accursed into a potent weapon wielder (Especially if you pick up the more martial oriented adaptions)
Design Goals
The overall goal of the accursed was to create a unique caster that played with the idea of "power at a price" while you wield explosive debuff and control potential (As well as other roles depending on your subclass) you also suffer from severe debuffs and lack much in the way of resistances through the accursed itself. This created an interesting "power budget" when designing the class as I felt like I could get away with bolder abilities due to those debuffs being there. It was also interesting to design for since, to quote someone who's intelligence score is higher than my own (That I don't remember the name of as of writing) 5th-edition is not a system of downsides, the only feature I can think of that debuffs you off is frenzy on the berserker barbarian, and even then that got patched out with the new PHB, so it feels rather interesting to design a class that's build around downsides (Even if you do have a way to get around it temporarily) I also wanted to create an experimental caster for the simple fact that casters arn't my favorite to design for. They're fun to play absolutely! But designing for them feels a little tedious since spellcasting inevitably takes up so much of the classes power budget, not to mention that there's a good chance you'll have to write new spells to fit a specific class theme, and that I don't want to just make a slightly altered paladin or wizard. Here's hoping I succeeded at the later.
That's all you need to know about the accursed before testing the class out for yourself, the document also comes with several new spells, most of which were written for the accursed itself, as well as a 2024 rules conversion guide for those wanting to play the class with the updated PHB. I hope you enjoy the accursed, leave feedback and possibly play the class in your own games.
Have fun and make sure to play some D&D
Link to the PDF here
#dnd#dnd homebrew#dnd5e#5e homebrew#homebrew 5e#5e#dungeons and dragons#dnd 5e homebrew#dungeons and dragons homebrew#accurseddnd#homebrew class#dnd 5e
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Would you use a D&D 5e Homebrew "Heroic Action" System?
The idea is that your players, outside of rolls and hard mechanics can CHOOSE to have a heroic moment and influence the story in a way that they want to. The DM can negotiate what's possible, and offer them something like a Minor, Major, or Grave Consequence. Essentially, it's a player getting to choose a moment to shine in exchange for the DM giving the player a disadvantage or long term consequence.
And please don't comment or tag with systems that have similar mechanics/systems. I'm already aware of them, and yes, they'll have an influence on this.
#d&d#d&d 5e#dungeons and dragons#dnd#dungeons & dragons#dungeons and dragons 5e#dnd 5e#dungeons & dragons 5e#homebrew 5e#5e homebrew#d&d homebrew#homebrew#dnd homebrew
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Release the Krakens
#dungeons & dragons#dnd#dungeons and dragons#homebrew 5e#5e#d&d#dungeons and dragons homebrew#ttrpg#5th ed#dungeons dragons#kraken#release the kraken#sea#deep#space#titan#monster
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Expanded Optional Class Features!
Over my time playing 5e there's a few small tweaks I've wanted to make to the core classes, below are just a few of the tweaks I personally use at my tables!
Below are optional class features for Barbarians, Clerics, Monks, Paladins, Rangers and Warlocks, with reasoning given for them all
Barbarian
Ancestral Rage
Rage stops barbarians casting spells, but that leaves races that get spells a little high and dry, not able to use their spells in most fights, this is intended to fix that. Nothing super crazy, but tiefling barbarians will have just a little more fun.
Unending Rage
The latest barbarian playtests have let barbarians use bonus actions to keep raging, and let them rage for 10 minutes. While I think this doesn't really work thematically, it made me realise Rage probably shouldn't be as limited either. Will this come up much, not really, but it's a little less tracking and it's more thematic.
Unshakeable Rage
Force damage is becoming a lot more common on higher CR monsters, so having resistance to it for barbarians is pretty important. It's a fix to the main problem I have with barbarians, like I spoke about in THIS tumblr post.
Cleric
Channel Divinity: Spirit Guardians
Once again this is a fix to my biggest problem with the class, I don't really think turn undead is thematic for all clerics, but I think the spirit guardians spell both is pretty thematic for all clerics (or can easily be reflavoured to be), and is such a must pick for the class, it should just be built in, so this does! Scales with your proficiency bonus so it'll stay useful at all levels, and frees up your third level slots for something else
Monk
Overflowing Ki
Monks need more ki points, and while this might look like it's giving them less at first, the recharge on this is a lot better, you might have less ki points overall, but you'll have all of them for all every combat
Perfect Flow
Similarly to overflowing ki, monks deserve a better capstone, so this is it, a constant flow of ki points, so you can always do what you need in a fight
Paladin
Swear Your Oath
Again a fix to my biggest problem with paladins. The source of sorcerers power is their subclass, so they get it at level 1, same with clerics and warlocks, so why not paladins? This feature, while not doing anything mechanical, helps the thematics of paladins immensely
Ranger
Mark Foe
Potentially the first part of a full ranger rework, rangers need a better feature than Favoured Enemy, and this is it. In an ideal world rangers would have a core class feature like this that subclasses could build off...... maybe....
Survivalist's Spellcasting
Another fix, rangers are the masters of the wilderness, they should be able to prepare for any situation.... but no, they're known casters, well no longer
Warlock
Eldritch Blast
The final fix I've spoken about before, it's such a must-have, that it just needs to be a class feature. Plus having it be a class feature means it doesn't scale with multiclassing which helps a lot (still not quite enough to stop hexblades, but I've got another fix there
Cunning Contract
Warlocks were int based in the D&DNext playtests, and they still absolutely make sense to be, so this just does that!
#dnd homebrew#homebrew#5e homebrew#dnd#fantasy#dungeons and dragons#dnd5e#d&d#ttrpg#dnd 5e#optional class features#homebrew dnd#homebrew 5e#tabletop#cleric#barbarian#ranger#paladin#warlock#monk#jay's brewery#roleplaying games#roleplay#roleplaying#rpg#ttrpgs
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I AM UNCERTAIN???? (Yes this is a repost to make it its own post rather than a repost, looked messy)
I'll try and break down my reasons for these suggested domains (which are not required to follow for these specific deities, do whatever you think feels right .w.)
The asterisk (*) means it is partnered content, and is not considered "official" (I just wanted more options listed)
Irene the Matron
Known to be benevolent and fair, seeing justice throughout the world (speculated to at times be a bit strange), Irene is connected to a lot of things. Rebirth, restoration, light, various stuff.
Why the Light Domain?Well... In the official D&D cleric domain subclass, it is described to promote the ideals of rebirth and renewal, truth, vigilance, and beauty. Aphmau is, while technically Irene herself, is also considered to be a type of reincarnation?
On top of that, Irene gave parts of her god-like abilities in the form of relics (I think????) to the Divine Warriors, granting them immortality. However, instead of being incapable of dying, they're instead put into a cycle of rebirth, which is still a form of immortality in some cases.
On top of that, Irene is often associated with the light. In Diaries Rebirth, Aphmau's markings glow with light whenever using her powers, so it felt like a safe bet to associate her with this suggested domain.
Why the Life Domain?Similar reason to the one above. Deities of life often promote vitality and health through healing the sick and wounded, caring for those in need, something Irene is known to do.
Why the Nature Domain?In Diaries Rebirth, Aphmau is able to heal the land with her divine magic. On top of that, Irene is also known to not just heal people, but also heal crops and nature in order to help others, so it felt fitting.
Why the Peace Domain? The peace domain is a very underused domain in D&D, but despite that, gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. This felt like something that'd fit Irene, due to what she's often associated with.
Enki the Keeper
Enki is known to have a thirst for knowledge, especially regarding the arcane. He was one of the easier ones to find connections to.
Why the Arcana Domain?One of the easier ones to explain. He's skilled with magic, and knows how to create magical items out of thin air. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality.
For these reasons, this domain felt fitting for Enki.
Why the Knowledge Domain?Gods of the Knowledge Domain value learning and understanding above all, something that Enki is quite passionate about. He created a massive library to preserve his knowledge and records on the world, and even wrote about each individual Divine Warrior, albeit limited.
Like the Arcana Domain, this one felt self-explanatory
Why the Moon Domain? The Moon Domain is a subclass primarily from the Tal'Dorei Reborn book from Critical Role. It's stated that Moon Clerics are often depicted as guides, and within Gal'ruk, they have the saying "May Enki be with you", which is akin to "may he guide you" or something similar.
Shad the Destroyer
Shad wasn't always the angry, heartless Shadow Lord we know him in the series. This anger mainly stems from his distraught when Irene turns their daughter into a relic, which seems to indicate he is, in a way, a family man.
Why the Blood Domain?The Blood Domain is not part of the official 5e subclasses, but instead comes from the Tal'Dorei Reborn book from Critical Role. Blood Clerics can stem from two paths: Selfishness and Selflessness.
This domain also holds themes in regards to the connection between soul and body, which felt appropriate for what is known about Shadow Knights. It is about the power of sacrifice, the balance between life and death. It's likely Shad uses this domain for more selfish, and more malevolent reasons compared to most.
Why the Death Domain?A fun fact about the Death Domain, that I learned, is that it was originally created for DMs to create a "villainous" cleric, alongside the Oathbreaker Paladin. However, it's mostly evolved into something more.
The Death Domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Because Shadow Knights are labeled as "Undead" within the MCD universe (which will be different for "awakened" Shadow Knights), especially since someone must die and hold a strong sense of vengeance to get Shad's attention, this domain felt suitable.
Why the War Domain?Gods of war watch over warriors and reward them for their great deeds. Some might be good, some bad, others neutral. The reason why I thought this domain would be suitable was because of Shad's militaristic nature we know him for as the Shadow Lord.
Shadow Knights also, for the most part, always stem from a militaristic background for a more "natural" selection, known to be guards under the rule of their respective lords. Because Shad is forming a military of vengeful souls of knighthood, it felt safe to say he would hold influence within the War Domain of clerics.
Esmund the Protector
Esmund is one of Irene's loyal warriors, her shield, and was a major point of conflict between Irene and Shad, as he held feelings for the woman he protected.
While not much is known about him on a personality level, it's clear he's protective, loyal, and self-sacrificial (to a point).
Why the Blood Domain?Although the Blood Domain can be viewed as an "evil" domain, it's far from it, as every domain can be good and evil. The reason behind the decision to grant him access to the Blood Domain (from Tal'Dorei Reborn) was because he appears to be the kind to sacrifice himself to protect others he cares about.
Even though this isn't a very strong reason, it felt suitable for him in some regard.
Why the Light Domain?Even though it's not much, I feel like he'd hold some influence over this domain because of his connection to Irene, or his stance on being her loyal protector.
There's not a lot of "light" symbolism with him outside of his hair and shield, but considering he's an ancestor of Garroth, and seems to hold up a desire of truth and vigilance (in some manner), this domain felt suitable in some regard.
Why the Order Domain?This domain represents discipline, as well as devotion to a type of law, an institution, or a philosophy. In his case, that would be his devotion to Lady Irene.
Esmund is a knight, seemingly more so compared to the other Divine Warriors. Because of this, the Order Domain felt suitable in some regard (yes, this is being repeated).
Why the War Domain?Although Shad may be a god of war in a malevolent sense, I feel as though Esmund would be the "light" version of this domain, but isn't the only one who would be associated with it.
Clerics of the War domain can include champions of honor and chivalry, something that seems to be what Esmund symbolizes in some manner.
Menphia the Fury
While not much is known about Menphia directly, we do know that she is mostly renown within the Tu'la region, and isn't recognized by many within Ru'aun.
Because of the lack of knowledge known of Menphia, there will be some creative interpretations (as there will be for nearly all of these characters).
Why the Forge Domain?Although not much tells us about what Menphia's personality and background is like, we do know that the Tu'la region is more technologically advanced compared to Gal'ruk and Ru'aun, which are more magic-focused.
The Forge domain focuses on what it suggests: a forge. Essentially a blacksmith's path in religion. The domain practices patience and hard work, and that your patience will be rewarded once something is created.
Although this domain doesn't specify what it connects to the most outside of forging, this option felt somewhat suitable to what Menphia might be associated to in some manner.
Why the Light Domain?Even though Esmund and Irene have some influence within this domain, the reason behind this decision is different from theirs. While she may be a Divine Warrior of Irene, my decision for choosing this is its association with fire and sunlight.
As a follow up on the Forge Domain, fire is necessary to make things with a forge, hence its connection. On top of that, the Tu'la region, mostly in regards to Meif'was, seems to have a type of connection or sense of comfort from the sun.
Although not much is known about Menphia, this domain felt suitable for her in some regard.
Why the War Domain?Outside of being a Divine Warrior, the Tu'la region is associated with not only monarchy, but with war as well. It is known to be militaristic and powerful when it comes to technology.
While only vague, it felt somewhat suitable for her in some regard.
Kul'zak the Wanderer
Out of the members of the Divine Warriors, he is one of the few that seems to have the least amount of knowledge known for his personality and behavior.
From what I could find, there's not much in regards to the reasoning behind his title, nor his influence within the history of the Divine Warriors.
Since his title is very vague, much like Menphia's, there will be some creative interpretation.
Why the Grave Domain?This one is an interesting take... Gods of the grave watch over the line between life and death. Followers of this domain also seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying.
Deciding to stick with a "Wandering" theme, this domain felt suitable due to its relation to aiding those who wander, such as spirits and undead, hoping to ease other's suffering.
Why the Tempest Domain?This domain is associated with weather, while also being connected to the sea and elements. Many followers of this path may be seafaring folks, and travelers, those who hold courage.
While a good number of gods of this domain are associated with violence and physical strength, it doesn't have to always be the case. This felt suitable in some regard because of its association with travelers (mainly with seafarers).
Why the Twilight Domain?This domain is, functionally, considered a "broken" subclass, as it provides a ridiculous amount of dark vision at level one (in the 2014 edition).
As stated on its page: "Clerics who serve these deities bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror."
While not much is known about Kul'zak, this domain felt like something he'd have a connection with. He, along with Menphia were not known to harbor any feelings towards Irene like the other members of the Divine Warriors did, and provided aid when it came to vanquishing Shad.
This gives me the feeling that he's somewhat of a protector, a source of respite for those growing weary from their travels.
Not a lot of these are very strong points, I was just trying to go off what I could find on the Wiki and could come up with ideas that could suit each one.
Of course, deities are not limited to only being followers of clerics, anyone can be religious. Clerics just happen to be followers that devote themselves to the divine and happen to be recognized and granted abilities associated with their respective domain.
You can be a traveling bard who follows the path of Kul'zak, or a fighter who follows the path of Esmund, etc.
And if someone was to play a cleric, I would say that you don't have to limit yourself to these suggested domains to be a follower of one specific deity. That would be very restrictive, and everyone has their own general idea on what domain best fits who.
Anyways, uh...yeah, this is what I got. I'm open to feedback and suggestions! (I will be making a guide on how to make custom deities within this as well, as it was stated that Irene and Shad were blessed by EXISTING GODS that seem to have little to no influence over the main story, so who's to say there can't be more outside of the Divine Warriors? [insert shrug emoji]
#dnd#dungeons and dragons#aphmau#aphmau mcd#aphverse#mcddnd#dnd 5e homebrew#minecraft diaries#irene the matron#enki the keeper#shad the destroyer#esmund the protector#menphia the fury#kul'zak the wanderer#mcd divine warriors#homebrew 5e
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Sorcerer with beholder powers. Beholder this guy !
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Normally I don't need the spite to motivate me. But someone seriously needs to cast some doubts about my ability to do this necromancy class document. Because it's taking a while to sit down and actually focus on it.
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Homebrew DnD One-Shot #8
[PDF]
#dnd#dnd homebrew#homebrew one shot#homebrew 5e#cw mold#cw body horror#vegepygmy#the lonesome death of jordy verrill
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Gay Icon The Babadook
This clip is from our live streamed dnd game on Twitch. It takes place in the ancient greek inspired lands of Materia, a land where beings from Faerie steal children away during the night. Parents tell stories to their children about the witch in the woods, and mean it. Gods of the celestial plane often interact with mortals, not uncommonly to their detriment, while mortals still pay tribute at temples, and pray for safety or favor. Stories of Demi-gods and mythical beast fill the scrolls of authors and the mouths of storytellers. Our story revolves around 6 beings, neither mortal nor god, but somewhere in between. Each with a destiny to play in the upcoming events, whether it be small or large.
Interested? our socials here: https://linktr.ee/Lifeofdice
#dnd campaign#dnd#dnd oc#kowaipun#dungeons and dragons#fantasy#materia#Sebastion#elios#nevan#daemon#dnd characters#dnd character#dnd 5e#dnd homebrew#homebrew 5e#dungeon master#dungeons and dragons character#5e dnd#d&d 5e#dnd 5e homebrew#5e
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Subclasseptember Day 30
Let's say you could make a wish to change one thing about Dungeons and Dragons.
Not the culture surrounding it, not the business practices of the company that owns it, not the various tweets that have become immortalized over the years. The game itself. The rules and mechanics that define the game you're playing.
For myself, a few years ago, it would have been that there was no way to really unify the things I wanted out of a character. You can cast a spell, or you can hit the enemy with a sword; those are two separate actions, Smites and Scagtrips notwithstanding.
If you're a Paladin, you can choose to smite your enemies, or you can choose to heal your friends. Your support abilities and your martial abilities are contained away in neat little boxes that never mix.
What if you supported your allies in the process of attacking?
Well. You might get something a lot like the Magical Girl.
(featuring: Like 10 more pages of material that didn't fit here, 4 subclasses, a level of customization similar to the Warlock, and ethically-sourced Creative Commons art with absolutely zero AI input.)
Link below in the reblogs.
#my homebrew#homebrew#homebrew class#subclasseptember#subclasseptember 2024#d&d 5e#dnd 5e homebrew#dnd homebrew#dnd#dnd 5e#5e homebrew#dnd 5th edition#5e dnd#homebrew 5e#5e#d&d#d&d homebrew#dungeons and dragons 5e#dnd dungeons and dragons#dnd5e#magical girl
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Exalted Playtest 1
Hello there users of tumblr, after a long time in development, I now present the first playtest of the Exalted (Formerly known as the avatar) class for Dungeons and Dragons 5th edition. Originally created as part of my "Homebrew Class Design for Dummies" series, the exalted is a class based on divine heros such as Hercules, Sun Wukong, Cú Chulainn and Maui. As well as the Exalted TTRPG. You are a once ordinary individual that-through one way or another has been imbued with a spark of divine power, you now wield aspects of godly power as you carve your own legacy, weather that be as a great hero, a wise mentor or even a malevolent conqueror.
Playing an Exalted
For the most part, the exalted is a standard martial class, you choose your favorite weapon and you attack with it. However, the exalted has three core characteristics that make it stand out compared to other marital classes. Those being Willpower Points. Each time the exalted takes the attack action, it gains a willpower point, for every willpower point is has accrued it gains a bonus to the damage rolls of its divine implement (The classes signature weapon) Willpower points can also be spent to utilize special abilities, known as Providences
Providence Abilities: Providence abilities are miniature spell like abilities the exalted can preform by spending their willpower points, one example is "Split Heaven and Earth" which allows the exalted to cause a small earthquake, dealing damage to creatures in a 30-foot cone or 50 foot line, as well as creating difficult terrain. Providence abilities are granted both through your subclass, as well as through your epithets
Epithets: Epithets are the other main feature of the exalted, acting like a mix of warlock invocations and channel divinities, they grant you a unique providence ability. As well as granting you a passive ability known as a boon that enhances your capabilities.
Design Goals
Overall my goals for the exalted class are both A: To provide a more in depth and customizable martial and B: To make a class with the same level of flexbility as a cleric (Ie: where a whole party can play a cleric and still fill very distinctive roles) I also wanted the class to sort of redefine how the player thinks of the attack action, similar to a bladesinger wizard or the fizbans dragonborns. Hence why a good chunk of the providence abilities replace an attack action.
That's about all I have to say on the exalted playtest, the document also includes two new conditions, as well as a conversion guide for using the class with 2024 rules. I hope you'll read through the document, give me any feedback you got and possibly use this class for your own tables. Have fun and make sure to play some D&D
#dnd#dnd homebrew#dnd5e#5e homebrew#homebrew 5e#5e#dnd 5e homebrew#dungeons and dragons#dungeons and dragons homebrew#dnd 5e#exaltedclass#homebrew class#homebrew
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The Phoenix Conclave (A Wizard Subclass)
Dug this one out, I had totally forgotten it. Enjoy!
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OK so i can't in good conscience recommend giving your players new versions of their character sheets with effed-up Alt-Universe biographies, making them stew on it for a week, and then running a level 12/13 "get the party together for the first time" session, because technically player agency is one of the cardinal rules of D&D
but
the energy at the table last night was incredible.
my PCs went into the Loom of Fate to cut themselves off from their destinies, with the end goal of becoming superpowered and maybe ascending to godhood. I gave them new character sheets for their characters and 1-page biographies, and threw them into an alternate universe/timeline.
given the context of fates and destinies, this was a more safe move to pull than it usually would be and they are LOVING it so I'm glad I didn't chicken out. the bard became a bardlock. the fighter changed subclasses! and i swear they've never been happier at the table, it feels so counter-intuitive and yet it WORKS. In part because some of the magical sacrifices they've made to the gods and the efforts they've already made towards ascension are still impacting them in the AU timeline, but now their characters lack the context! it's delicious.
so anyway. don't do this. but if you do, you've got to put in 4 years of play-time to set up an AU where every difference in the timeline is sizzling with tension and establish the themes and internal consistency of sacrifices and power and fate and escaping fate and give them built-in stakes that play into the original timeline threats But Worse Now, because the PCs weren't there in the past to intervene!
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Hyrdomancies
#dungeons & dragons#dnd#dungeons and dragons#homebrew 5e#5e#d&d#dungeons and dragons homebrew#ttrpg#5th ed#dungeons dragons#hydromancy#water#waterbending#underwater#power#superpowers#drowning#dive
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Transmute Liquid, A New, Clerical Cantrip for your Games
The level 1-13 playtest of my Priest Class is drawing closer, and as we move closer, thought I'd show off some more new things I've made for it like Transmute Liquid, finally a way for your cleric (or priest) to turn water into wine!
#dnd homebrew#5e homebrew#homebrew#dnd#dnd 5e#dnd5e#d&d#dungeons and dragons#cleric#fantasy#ttrpg#priest#priest class#homebrew dnd#homebrew 5e#homebrew spell#spells#spell#magic#dnd magic#jay's brewery#cantrip#homebrew cantrip#roleplaying#roleplaying games
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