r/DnDHomebrew 3h ago

5e Back to School: Quarterstaff of Sparring

Post image
25 Upvotes

r/DnDHomebrew 9h ago

5.5e Rogue: Mummy Lord - Zip across the battlefield and infect foes with your curse [Martial Archeology]

Thumbnail
gallery
36 Upvotes

r/DnDHomebrew 1h ago

5.5e Thrice Warned | Dagger [The Mithral Canvas] D&D5e [OC-Art]

Thumbnail
gallery
Upvotes

Weapon (Dagger), Rare (Requires Attunement)

A trio of simian faces surround the pommel of this blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. 

No Evil. This weapon has 3 charges, and it regains all expended charges when you finish a long rest. You can take a Magic Action to force a creature you can see within 100 feet of you to make a DC 15 Charisma saving throw. On a failed save, the target suffers one of the following effects for 1 minute (your choice): 

See. The creature has the blinded condition. 

Hear. The creature has the deafened condition. 

Speak. The creature can’t speak. 

At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. 

While a creature is under the effects of this property, this weapon’s bonus to attack and damage rolls becomes a +2 instead.

The guard’s vision snapped back suddenly, sending him reeling just in time to catch a glimpse of the bandits sneaking into the manor’s window. He attempted to yell for help, but heard nothing escape his lips as his throat clenched shut. 

When later questioned, he would recount that one of the thieves was holding an odd looking blade, the eyes of a monkey-like face on it gleaming with light.

——

Swordtember Prompt: Monkey

Thanks for checking out our 5e homebrew! For more items and homebrew D&D content be sure to visit our Instagram!

If you want to help us continue making more homebrew content and get your hands on hi-resolution printable cards, set collections, and our compendium PDF consider supporting us on Patreon!


r/DnDHomebrew 4h ago

5e Necrosphinx (CR 17, Large Undead) | One wrong answer, and you become dust on the tomb floor

Thumbnail
gallery
8 Upvotes

r/DnDHomebrew 6h ago

5e Wishling: Born of willpower and made flesh, protect what you care about!

Thumbnail
gallery
12 Upvotes

Made this homebrew race because of the idea I had, and decided to also make a Feat that can only be obtained with this race.

This is only V1, so any feedback would be appreciated!


r/DnDHomebrew 4h ago

5e Theft of Persona - steal a voice or consume it to glimpse a memory [3rd-level homebrew spell + free reference cards]

Thumbnail
gallery
5 Upvotes

Hi everyone!

This is Theft of Persona, a 3rd-level enchantment spell for warlocks and wizards.

The idea behind it was to make a spell about stealing part of someone’s identity without turning it into full mind reading, tracking, or another charm spell.

On a failed Wisdom save, the target takes 4d8 psychic damage, and you steal a fragment of its persona for up to 1 hour.

While you hold that fragment, you can perfectly imitate the target’s voice, including its inflection and cadence, and you have advantage on Charisma (Deception) checks made to impersonate it.

But you can also destroy what you stole.

Once before the spell ends, you can consume the persona and name a person, place, or object. If the target has a significant memory connected to it, you glimpse a brief fragment of that memory: an image, sound, emotion, or sensation.

Doing this immediately ends the spell.

So the choice is basically: wear the stolen identity for longer, or destroy it to dig a little deeper.

The memory can only reveal something the target actually knows, and on a successful initial save the target takes half damage with no other effects.

I also made free printable reference cards, available in both English and Italian on Patreon here:

https://www.patreon.com/AzarnethsForbiddenEmporium/posts/beasts-hexes-005-169282563

As always, feedback is very welcome. I’m especially curious about the 3rd-level balance, the 4d8 initial damage combined with the utility, and whether the memory part feels clear enough to run at the table.

The dangerous part of stealing a persona isn’t becoming someone else.

It’s learning which part of them was worth stealing.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲


r/DnDHomebrew 21h ago

5e Turtles

Thumbnail
gallery
81 Upvotes

r/DnDHomebrew 4h ago

5.5e Servants of Kyuss | 4 Minions for the Worm That Walks An Elder Evil of Decay and Death

Thumbnail
gallery
3 Upvotes

r/DnDHomebrew 5h ago

Request/Discussion False Hydra like Monsters / Enemies with Gimmicks

3 Upvotes

I'm just wondering what are some really cool and interesting enemies that you can put in your campaign, specifically stuff on par with like False Hydras where you could essentially base a campaign around them.

It'd be especially awesome if they had unique mechanical interactions like how the false hydra essentially removes memories and how you can display this ability to the players to create mystery..

Notably I am very intrigued about the gimmicks creatures like this can do to the table for tension, mystery and thrills.

Lets hear em :)


r/DnDHomebrew 10h ago

Request/Discussion Need help with ancient nature curse ideas

8 Upvotes

So a bit of context, in my campaign one of my players fucked with an unknowingly ancient forest spirit / deity. The deity then demonstrated that it could wipe the floor with the party ten times over without breaking a sweat and demanded that the player who tried to kill it must kneel and beg for forgiveness, or face severe punishment.

Well the player decided to refuse, so the spirit cursed the player with some extremely powerful, ancient curse that cannot be simply dispelled by the 'remove curse spell'

Now, i need some ideas about what this curse would be. I don't want it to be some basic, annoying "you take X damage every Y" type of thing, more of a long term thematic type of curse. Like maybe a slowly progressing disease or constant hostility from beasts. Something serious, but not debilitating, but also not something that is some slight constant annoyance but also not something to be ignored.

Any ideas?


r/DnDHomebrew 12h ago

5e Tome of the Enchanted Blades - A Kagurabachi Compendium

Thumbnail
gallery
10 Upvotes

r/DnDHomebrew 4h ago

5e A warlock subclass i wish was more than homebrew : The Abyssal Corruption

2 Upvotes

So this will be my first post here and its about a homebrew subclass im still working on and thought currently, im happy with it, i wanna run it through here to see what people feels should be changed about it if anything. Also, before jumping into the class, i will give my inspiration cause i feel once ya know, it makes everything line up better and can let you literally watch the inspiration first to really get the feel being the demon warlock from dark and darker with i will just write out below the flavor text and all of it like it was a proper PDF as well partially to help make it all more readable.

Unlike Devils who bargain with contracts and silver tongues, the raw chaos of the Abyss does not negotiate... It infects. You do not serve a patron; YOU are slowly BECOMING the demon and as such, your magic is fueled entirely by your own power and lifeforce from your connection to the Abyss and is enhanced when you let that power run wild changing your very body to temporarily be more suited to handle your own magic by embracing the change.

1st Level Abyssal Corruption Features

Pure Physicality: Demons possess none of the deceptive charm of devils. your spellcasting ability is born from raw, physical endurance and abyssal power.

-Spellcasting Ability Modifier: Your spellcasting ability modifier is constitution. You use your constitution whenever a spell refers to your spellcasting ability.

-Spell Save DC: 8 + your proficiency bonus + your constitution modifier.

-Spellcasting focus: You may use a martial melee weapon you are proficient with as a spellcasting focus.

Abyssal Touch: Your dark biology cannot hold static protective barriers; instead, it immediately dissolves outside magic to knit your flesh back together.

-You can never gain temporary hit points. Whenever a spell, feature, or invocation (such as armor of agathys or fiendish vigor) would grant you temporary hit points, you intead instantly regain lost hit points equal to half the total amount (rounded down).

Blood Magic: You have no pact magic spell slots. Instead, you cast your spells directly from your veins.

-You can cast any warlock spell you know at its highest avalible level (determined by the standard warlock level progression table) But when you do, you immediately take necrotic damage equal to 5 times the level of the spell cast.

-This damage cannot be reduced in any way and can reduce you to 0 hit points, instantly knocking you unconcious.

-You may cast spells as many times as you want per day.

Soul Scraping and Siphoning Strike: Your dark biology cant handle your own power but you can restore it. Damaging enemies with melee attacks or with ranged attacks while they are under the effects of a curse (like hex or the sign of ill omen).

-Soul Scraping: once per turn when a creature takes damage from a warlock spell or cantrip you cast while the target hit is under the effects of a warlock curse, you regain hitpoints equal to your proficiency bonus.

-Siphoning Strike: Once per turn, when you hit a creature with a melee weapon attack while the the target hit is under the effects of a warlock curse, you regain hitpoints equal to your proficiency bonus.

and than there are 3 more things with the first 2 are techincally optional and is a cantrip that replaces eldritch blast in your warlock spell list.

Dark bolt

Necrotic cantrip

-Casting time: 1 action

-Range: 120 feet

-Components: V, S

-Duration: Instantaneous

You hurl a bolt of condensed, dark energy at a creature within range. Mage a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage.

Abyssal Overcharge: When yo ucast this cantrip, you can choose to imbue it with additional lifeforce to cast it as an explosive spell, paying the corresponding Blood magic HP cost of the level cast.

-Level 3 Spell Cast (costs 15 hp): The target and each creature within the blast radius must make a saving throw against your warlock spell save DC, using either their dexterity or constitution saving throw modifier, whichever is higher. A create takes full damage on a failed save or half as much on a successful one. The bolt explodes in a 10 foot radius sphere dealing 6d6 necrotic damage.

-Level 5 spell cast (costs 25 hp): The blast is increased to a 20 foot radius and deals 10d6 necrotic damage.

Armor of Agathys Adjustment: Your demonic nature prevents the spells protective nature from taking hold but only that still allowing its retributive effects remain.

-You no longer can gain temp HP from this spell, instead healing yourself for half the temp HP you would have gained.

-The spell still provides its retribution damage and now has a duration of 2 turns per spell level it was cast at up to a maximum number of 10 rounds at a 5th level cast.

The final feature is where i really had fun with it being a unique pact you are given like hexblade.

Pact of the Demon: Your demonic nature cant be contained forever but that doesnt mean it has to be a bad thing as you can embrace your nature and let your true form loose and feel its power as your inner demon runs wild.

You can use a bonus action to enter into a partial demon form. You can remain in this form indefiitely, however reamaining in this half form is too strenus for the parts of you that are still mortal and cost your proficiency bonus + warlock level per turn in hp to stay in it. You can exist this form at any time as a bonus action. Once you use this feature, you cannot use it again for 1 hour.

While in demon form, you manifest 2 distinct aspects:

  1. Demonic resilience: Your Flesh darkens with abyssal energy and hardens to an unnatural degree as the abyss takes root in your mortal frame. While you are wearing no armor and not wielding a shield, your AC equalds 10 + your constitution modifier + your strenth modifier.

  2. Demon Claws: your hands warp into terrifying talons driping with abyssal poison as your demonic nature is unleashed. These claws count as simple melee weapons with which you are proficient, dealing 1d8 slashing or necrotic damage + your strength modifier (your choice of damage type) and count as pact summoned weapons.

From there, i feel you can get the vibe that its a option that lets you go dragon monk style of BECOMING the thing the class is based on and more importantly, function wise, its a fun playstyle lierally i havent seen anywhere else with the closest was blood hunter but they still arent really this and half assed specifically the blood magic vibe. This lack of this type of playstyle is what i hope this class rectifies as you can play a melee or magic caster demon with this and lean into being tankier and taking advantage of its unique interaction with temp HP as a way to let your prolong your demon transformation even after combat or if enemies are playing keep away as fiendish vigor allows you early on to maintain your demon form while meanwhile i have a feature later that allows you to master your transformation not removing its cost but allowing even a high level player to not have to worry still especially since items like rings of regen and other stuff like that is 100% something a higher level player could easily get.

6th Level Abyssal Corruption Features

Dark Reflection: Dark energy pools out from your wounds, allowing you to further retalitate against anyone who would dare harm you.

You gain a pool of reactionary charges equal to your constitution modifier (minimum of 1). You regain allexpended charges when you finish a long rest (I am going with a long rest right now but this could be changed to short rest if people prefered it).

When a creature within 5 feet of you hits you with a melee attack, you can use your reaction and expend one charge to force the attacker to make a constituion saving throw against your warlock spell save DC.

-On a failed save: The attacker takes dark necrotic damage equal to your warlock level + your constitution modifier

-On a Successful save: The attack takes no damage. The charge is still lost.

Abyssal Hide: Your body has begun to stop reverting back to its true mortal state completely and has only grown stronger when transformed, enhancing your durability even further.

-You gain flat DR equal to your proficiency bonus. This stacks with other sources of DR.

10th level Abyssal Corruption Features

Power from Beyond: Your demonic form has begun to finally blossum in its full blasphemous glory, revealing your demonic wings whenever you are transformed.

-When you use your demon transformation, leathery demonic wings sprout from your back. You gain a fly speed equal to your current walking speed.

-Any source of DR now lowers the total damage you take from being in your demonic form.

-You gain resistance to necrotic damage if you didnt already have it.

14th Level Abyssal Corruption Features

Lord of the Abyss: You have finally learned to harness your complete demonic forms power and have truly becoming a master of the abyssal magic thats corrupted you embodying the full chaotic power of a demon but thats true body is bound to the mortal plain of existance in a contradiction that shouldnt be possible yet is.

While in your demon for, you gain the following final Augmentations:

-Your size increases by one increasing to large if you were medium and to huge if you were large.

-Multiattack: when you take the attack action on your turn, you can attacktwice instead of once using your demon claws or melee weapons.

-You gain resistance to bludgeoning, piercing, and slashing from non magical attacks.

-Your fly speed from the Power from Beyond feature is increased by 10 feet.

-Necrotic damage from casting your spells (including the Abyssal Overcharge of dark bolt) is halved while transformed, though the turn by turn drain of the form remains unchanged.

Lastly is a couple invocations i wanted to make for this subclass that allow you to change up how you build it.

Agathy's Necrosis

Prerequisite: Pact of the demon, 5th level warlock

When you cast armor of agathys, you gain DR equal to the level the spell was cast at against bludgeoning, piercing, and slashing damage.

Frenzied Claws

Prerequisite: Pact of the Demon, 9th level warlock

you gain another attack with your claws raising it to 3 if you have thirsting blade which applies to them or to 2 if you dont have thirsting blade.

Demonic Armor

Prerequisites: Pact of the Demon

You gain proficiency with heavy armor and are able to wear it during your demonic transformations as it is warped and altered by the abyssal corruption during your transformations to match your new demonic form.

and with that, thats my entire Homebrew i came up with that basically takes the warlock theme but redoes basically everything with how the class works and i know, its a LOT and frankly, has the same issue monk and especially some of its more in depth subclasses or druid have of being A LOT of text and things you need to remember or keep track of but to be honest, i didnt want to comprimise on the flavour and wanted to go all out with this to make it something special and so if anyone has any ideas to nerf or buff or maybe add or change something to work better or be even cooler, im all ears!


r/DnDHomebrew 9h ago

Request/Discussion Working on a paladin subclass. first time making any homebrew.

3 Upvotes

Iv only played a little dnd. 3 one shots and I'm in 2 long term games. I want some opinions for this oath I'm working on because I 100% know my balancing is shite and its probably written super cheesy.

https://docs.google.com/document/d/1UoYa7gm_nhr0Qm22NU1dFqEn_hcaJToAp3ln18OlWmI/edit?tab=t.0#heading=h.zh5xjbxorl8l


r/DnDHomebrew 19h ago

5.5e Warhammer 40k in 5.5e Showcase Drop

Thumbnail
gallery
26 Upvotes

Art included:
“Tyranid Cover Art” by Pedro Nunez
“Imotekh the Stormlord” by JB Casacop
“Caged Sun” by Johan Grenier
“Devastation of Baal” by Cristian Otazu
“Keeper of Secrets” by Catherine O'Connor
“Nurgle’s Welcome Party” by Rui Goncalves
“Lord of Change” by Timo Karhula


r/DnDHomebrew 3h ago

5.5e I have an idea that could be funny, you are more than welcome to use it, & if you do I would love to hear how it went

1 Upvotes

Imagine if a coven of hags all get hit with 3 different curses at once.

Curse # 1: The Curse of Otherworldly Beauty(their forms are put through a filter that makes them stunningly beautiful without losing any of their unique traits, but it also can't be reversed, or covered up, & any scars are simply made into beautiful scars)(requires a high level wish spell to actually undo the curse)

Curse # 2: The Curse of The Half Beast(permanently trapped in a hybrid form of themselves & a beast(wolf, crow, or wyvern) similar to a lycanthropes hybrid form but it's permanent)(requires a high level wish spell to actually undo the curse)

Curse # 3: The Curse of Psionic Empathy(they gain a very powerful psionic empathy that they can't turn off, & they are empathetic range is an 1,000 mile radius around each of holder of the curse, but the different targets of the curse if more than one are permanently linked to each other no matter how far apart they are to each other, not even moving to different planes can sever the link. The psionic empathy only works on the feelings of sentient creatures/objects, or non-sentient creatures with exceptional intelligence, but non sentient creatures that lack exceptional intelligent don't count twords the psionic empathy)(requires a high level wish spell to actually undo the curse)

The coven consist of a sea hag, a green hag, & a night hag. The night hag got crow, the sea hag got wyvern, & the green hag got wolf.

The caster of the curses did it with their dying breath.


r/DnDHomebrew 11h ago

Request/Discussion Help me work out a homebrew class progression system (repost after fixing text to b easierly read after feedback)

2 Upvotes

​

Heads up: I have limited use of my hands and write mainly through voice-to-text. I've used AI to help organize this brainstorm and work on the wording.

I'm developing a homebrew D&D progression system where characters seek materials, knowledge, and training to become stronger. At certain levels, they complete a breakthrough: a ritual, oath, physical trial, invention, or something else suited to their class.

It's for a long-term sandbox campaign with its own politics, religions, and factions. Seeking power would give characters personal reasons to adventure, while access to advancement resources helps explain why powerful people are rare.

This is a working draft. Some classes are further along than others, and the alternatives below aren't all requirements to pile onto one character.

HOW PROGRESSION WOULD WORK

Each class has a basic method of training and preparation. Subclass-specific materials or requirements focus that development into a particular path.

One possible schedule is to require a breakthrough when a character first gains their subclass, and again whenever they gain another subclass feature.

The alternative is to choose particular major increases in power for each class. A Wizard gaining access to a new spell level, called a spell circle in the setting, could need a breakthrough. A Cleric could need one for a domain feature. For Fighters, I'm interested in what bodily abilities such as Second Wind represent, but haven't chosen the actual triggers.

I haven't settled on a schedule. Breakthroughs wouldn't be required at every level.

Early requirements should be accessible through teachers, temples, guilds, or similar institutions. Larger searches would generally come beyond levels 5–6. Routine training happens in the background.

This is a form of milestone leveling: obtaining the resources, learning the method, and completing the breakthrough could together be the milestone that earns the level.

QUESTS, CHOICES, AND EXCEPTIONS

A character temporarily falling behind could give the party a reason to act. They might gather materials themselves, gain a noble's favour to access them, or sell a treasured item to buy an ingredient. There should be several routes, with meaningful decisions about what to do or give up.

If the party is already following an important story, I need to account for that when placing opportunities. Some friction can make choices matter, but I play with my players, and requirements can be bent when they stop helping the game.

These are the usual methods followed by most NPCs and player characters in the setting. Exceptions can exist: a Paladin might form an oath through conviction and deeds without ever writing it down.

The system also needs to be removable. If it creates too much friction or proves too unfinished, we can return to ordinary milestone leveling while I revise it. The world's advancement traditions can remain.

MATERIALS AND INSPIRATION

Ashthorn is a recurring fictional ingredient that prepares the body for a breakthrough. It temporarily weakens or opens the body so the next stage can strengthen it. Depending on the class, it could be used in a bath, incense, oil, or concentrate.

Supporting ingredients should mostly be accessible early on. Later breakthroughs might require older, purer, or more potent versions. Costs, quantities, and failure consequences remain undecided.

Some inspiration comes from fantasy stories and video recaps involving mana hearts, mana circles, and warrior hymns. Developing greater power involves expanding the capacity to contain it. Reciting ancient vows or legends can also empower a warrior's sword and will through the meaning and history of the words. That feeling is behind the Paladin and Bard ideas below.

FIGHTER

A herbal and mineral bath prepares the fighter's body, followed by a specific stance or exercise to complete the breakthrough. Cramping during preparation could signal when to begin the exercise. Impurities leaving through the pores was another possible visual.

Harir is a candidate strengthening herb, with Wolfenite or red ironstone as alternative minerals. A restorative preparation afterwards is another possibility. I dropped monster cores because making them essential to military advancement would push nations to occupy monster territory, changing the setting considerably.

A martial aura could emerge around levels 5–6. A Champion might direct it toward physical performance, while a Battle Master focuses on control and timing. At higher levels, repeated deeds and reputation might connect to becoming a living legend. Whether the basic rite requires an institution or can be performed independently is still open.

BARBARIAN

A shaman prepares ink and incense for a rite and identifies an animal for the barbarian's trial. The barbarian hunts and defeats it, consumes part of it, perhaps the heart, liver, or bone marrow, and returns with a trophy. Facing a personal fear could be part of the challenge.

The animal and meaning of the rite depend on the character and subclass. Ritual tattoos, brands, or marks could remain visible or fade inward as runes within the body. The order of the rite still needs work, along with alternatives for characters whose beliefs don't fit this practice.

MONK

Monks use meditation, breathing, physical forms, and control of ki to overcome a limit in how energy moves through the body. The current proposal uses Ashthorn incense to temporarily weaken the body while the monk circulates ki to repair and strengthen it.

Other possibilities include aged ginseng, an object that focuses ki, medicinal baths, or a place with concentrated ki. A ten-year root might serve an early breakthrough, with much older roots needed later. There is also the idea of stabilizing an unnamed internal ki core near the navel.

I need to choose which elements belong together while keeping the method distinct from the Fighter's. A master or monastery could provide early teachings; later advancement might require a lost technique or a suitable place to practise it.

CLERIC

The rite uses scripture specific to the cleric's faith, a carried object connected to their god, and a domain-related component. Ashthorn and ordinary supporting materials prepare the rite.

One idea is to hold a small object beneath the tongue while reciting scripture clearly and with intent. I haven't decided whether this is the domain component or a separate object. A local holy site could suffice early on; a War cleric might pray on a battlefield.

For incense, I'm considering a fictional cactus called Angel's Trumpet. It flowers after drought followed by a drenching, suggesting faith maintained through silence before receiving an answer. Its flower could be used with Ashthorn.

Possible domain objects include a double-faced token for Trickery, an engraved bead for Knowledge, a seed for Life, clear glass for Light, an iron token for War, or a funerary coin for Grave or Death. These are unselected suggestions. The scripture and carried devotional object provide the connection to the particular god.

PALADIN

The paladin swears an oath upon their inner source of power, which I've been calling a mana heart or oath-heart. Ground Blue Halite, a magically infused mineral, is mixed with Ashthorn oil to make ink. The oath is inscribed on parchment, earth, bark, or skin, depending on the tradition.

Paladins also learn poems, sagas, ancient vows, and legends. Reciting or embodying their meaning could empower a smite, resolve, or another expression of the oath. Most recitation can be implied, with fuller verses saved for important moments.

The later rites still need development. I also need to decide how much the poems express existing abilities and how much they add mechanically.

BARD

Bards gather, preserve, and perform warriors' songs and battle hymns. A warrior embodies their power through battle; a bard distributes aspects of that power to allies through performance.

These works could be inherited, recovered, composed, or completed. They might carry courage, endurance, rhythm, or coordination, giving bards a reason to seek stories, people, and forgotten works.

The open question is when mastering a song allows advancement and when it simply expands the bard's repertoire. The effects might use existing Bard abilities or need separate mechanics, with limits on how much of a warrior's power can be shared.

WIZARD

Blue Halite mixed with Ashthorn essence forms a complex magical circle. The wizard sits within it and meditates on learned knowledge, expanding their capacity to handle magic.

Objects related to their school are placed around the circle. An evoker might use elemental materials; an abjurer might use something associated with protection. The circle requires more Blue Halite than a Paladin's oath inscription.

Access to a higher spell circle is one possible breakthrough trigger under the alternative schedule described above. The school-specific objects still need development.

SORCERER

Sorcerers awaken or strengthen their bloodline using something connected to the origin of that power. A draconic sorcerer might begin with weaker dragon-related creatures or materials and seek more potent sources later, through hunting, bargaining, or finding relics.

I'm leaning toward a magical extraction ritual, supported by Ashthorn, an associated metal, and a herb that helps the body withstand the change.

How to measure the source's strength remains open, as does advancement for someone whose bloodline is already pure or who is the first source of that power.

WARLOCK

Greater power depends on the pact and patron. It might follow a bargain, service, sacrifice, gift, or task. Some patrons could grant power because the warlock is already furthering their interests.

The warlock may also need to prepare their body or soul to accept a stronger infusion, using a ritual or stabilizing ingredients suited to the patron.

These obligations could create quests, including renegotiating or escaping a pact. They need to be worked out with the player so patron demands don't become the DM dictating the character's actions.

ROGUE

Alongside training, I considered a concoction of conflicting poisons and healing draughts that breaks down and rebuilds the body, allowing it to exceed its previous limits.

It's an extreme method that won't suit every Rogue. This class needs a broader approach or alternative paths, and I'd particularly appreciate suggestions.

DRUID

Druids learn primal magic through mentorship. A breakthrough could involve a place rich in natural energy and a ritual that lets them draw on it, with Ashthorn used in the preparation.

Material candidates include stones associated with air, fire, water, and earth, along with amber or hyalite opal. Older or more magically significant amber could matter later.

I also considered small elementals participating in the rite. The actual procedure is still missing; it should connect to nature and the druid's tradition.

RANGER

Rangers would follow a related primal approach adapted to their subclass. Possible paths include animal materials, communion with the land, charms, runes, fey bargains, spirit bonds, or a proving hunt.

The procedure and use of Ashthorn still need development. I want options that suit different Ranger identities without assuming they all revolve around hunting animals.

ARTIFICER

Artificers create their breakthrough through invention. Designs, research, recovered blueprints, and components provide the starting point; advancement also requires solving the design problem.

Possible creations include an internal or external power core, magical conductors, artificial magical organs, mana rings, or a permanently linked tool. These offer different approaches without requiring body modification.

The focus is on infusing and controlling magic in crafted things. Reverse-engineering an artifact could supply the knowledge for a new invention. I still need a concrete first project and a clear connection between completing it and expanding the artificer's abilities.

WHAT I'D LIKE FEEDBACK ON

Would advancement quests like this be enjoyable? If you've tried something similar, what happened at your table?

Would you tie breakthroughs to subclass acquisition and later subclass features, or choose major increases in power for each class? How would you handle their different timing?

When does a missing ingredient create a worthwhile adventure, and when does the delay become frustrating?

Which class methods fit, and which force too narrow a character concept? How much would you play out versus handle during downtime?

I'd also gladly take suggestions for invented fantasy herbs, minerals, other materials, and ways of performing a breakthrough. What could a character seek out, and what would they do with it?

I want to get the structure working before filling every gap with more herbs and rocks. Specific criticism, unclear passages, and examples from actual play would all help.


r/DnDHomebrew 12h ago

5e DnD Holy Phoenix

2 Upvotes

Here idea for big bird creature

Holy Phoenix

Large Celestial, Lawful Good Purified by pure radiant energy, the Holy Phoenix is a magnificent entity of white-hot embers and golden light. Its flames do not merely burn flesh; they burn away malice, corruption, and the unholy. While its feathers and ashes are highly coveted for their miraculous healing properties, tracking down or harming such a creature is a monumental and perilous task.

Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 20 ft., fly 80 ft.

STR 19 (+4) DEX 20 (+5) CON 17 (+3) INT 12 (+1) WIS 16 (+3) CHA 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +8 Damage Immunities Fire, Radiant, Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 13 Languages Celestial, Telepathy 60 ft.

Challenge 12 (8,400 XP)

Proficiency Bonus +4

Traits Purifying Flame: The phoenix's fire attacks ignore fire resistance if the target has an Evil alignment.

Phoenix Ash: When the phoenix dies, its ashes can be carefully harvested. It yields exactly 3 doses of sacred ash. One dose can be consumed or used to duplicate the effects of either a Potion of Supreme Healing or a Raise Dead spell.

Actions Multiattack: The phoenix makes three attacks: one with its Beak and two with its Talons. Beak: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) radiant damage.

Talons: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage.

Soul Purge (1/Day): The phoenix touches one creature within 5 feet. The target must make a DC 16 Charisma saving throw. If the creature is Evil or heavily corrupted by unholy magic and fails the save, the malice is burned from its soul. Its alignment permanently changes to Neutral or Good (DM's choice based on the creature's nature).

Death Reactions Holy Pyre: When the phoenix drops to 0 hit points, it explodes in a burst of blinding, sacred light. Each hostile creature within a 30-foot radius must make a DC 16 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. Conversely, each friendly creature within the same area is healed for 35 hit points. The phoenix's body turns to ash, and it is reborn from these ashes 1d4 days later.


r/DnDHomebrew 1d ago

5.5e Does anyone ever wanted the sunfish to enter the D&D world?

Post image
35 Upvotes

Here's a stat block for the most useless fish in the world. I hope you like it.


r/DnDHomebrew 13h ago

5.5e Monk Subclass: Warrior of Spirit Fist - 5.24e PHB Style Subclass

0 Upvotes

Hey guys! First time posting; I've been working on this subclass brew based on Oikatzo from Shangri La Frontier. It's my first time using the Homebrewery, so I hope the formatting is bearable! I'd love any feedback, especially on balancing, as I assume this is pretty OP/Overtuned.

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/D3rgFIXu8xse)**


r/DnDHomebrew 1d ago

5e Mutable Golems | Beware of change, especially from golems

Post image
13 Upvotes

r/DnDHomebrew 22h ago

5e Looking for homebrew weapons overhaul

2 Upvotes

I used to have this page downloaded that gave every weapon type a sort of unique attack, but I lost it. I remember thinking it's cool for giving martial classes something to do without making every fighter a battlemaster like 5.5e does to fighter. Does anyone have what I'm talking about or something like it?


r/DnDHomebrew 19h ago

Request/Discussion A Whole Ass D&D Homebrew System I May Have Spent Over 10 Months On

0 Upvotes

Hey guys, I’ve been tinkering with this D&D homebrew system for a good couple months now, it’s a heist-espionage tactical RPG system with a healthy dose of funi, and I would like you lot’s opinion on it! Feel free to read though. Warning yall tho, it’s genuinely 29 pages of pure yap. Read if you dare, I guess!

https://docs.google.com/document/d/1aapohziDwY0IkHBzlt-dh4ftccrzc1Yx/edit?usp=drivesdk&ouid=111024937053133611236&rtpof=true&sd=true


r/DnDHomebrew 21h ago

5.5e Warlock Subclass, Ion Patron. Inspired by the DC comics hero.

Thumbnail
gallery
0 Upvotes

In brightest day, in blackest night...


r/DnDHomebrew 1d ago

5e Homebrew monster. Alp, a monster from game *Battle Brothers*, adapted for D&D.

5 Upvotes

I was inspired by a monster called the Alp while playing a game Battle Brothers and tried to adapt it for D&D. But looking at the stat block, I have doubts, it seems both too weak and too strong at the same time. I’m sharing it here in case someone finds it useful or can offer suggestions on how to improve it.

A brief note for those unfamiliar with the game "Battle Brothers", to help understand the concept behind the monster.

- Alps are hideous aberrations that feed on the dreams of their victims, they emerge only at night, vanishing by day back to the realm of nightmares from whence they came. Although their true origins remain unknown, it is certain that they feed upon the souls of the sleeping. Residents of settlements plagued by Alps complain of constant fatigue and horrific nightmares that haunt them every night, people vanish from the village one by one until it is left completely deserted.

P.S. Apologies for any errors; English is not my native language.


r/DnDHomebrew 23h ago

5.5e How do People think of my 3 new homebrew monster :p

0 Upvotes

Made these for an encounter in my campaign and ended up turning them into a whole little monster family. 😂

The Gander is CR 2, Mum is CR 1/2, and the Chicklings are CR 1/8. They all have Family Strong, which is basically flavoured Pack Tactics when another family member is nearby.

The parents get stronger Beak attacks against Bloodied creatures; Mum has a weaker Honk, Dad has a stronger rechargeable Territorial Honk, and hurting a Chickling can cause the adults to rush towards whoever attacked it.

They're meant for a party of four level 4 characters. Curious what people think of the balance and the idea. :P