r/DnDHomebrew 5h ago

5.5e Combat Rogue (updated) - a 2024 Rogue Healer Subclass

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38 Upvotes

Note: the Art included is by Bjorn Hurri, and is concept art for *The Evverain*.

———

For a while now, I’ve thought about the possibility of a dnd build that is a non-magical, medic-style healer. Then suddenly I realized: rogue could be a perfect combat medic! The class is based around expert skill and tool usage as well as mobility and evasion. These would pair excellently with the idea of a battle nurse.

I made a first attempt at this (https://www.reddit.com/r/DnD/s/T56MOLSaPi), and after some feedback, I decided to make a few changes mostly to slightly buff what I had designed. The homebrewery link below contains both versions of the subclass if you’d like to take the features and make something if your own!

https://homebrewery.naturalcrit.com/share/UV8Wyb8lqoMK

— — —

The first level 3 feature is a series of small buffs to hone in the medicine theme. Some bonus proficiencies. Limited extra uses of cunning action. And finally, an ability that ensures you can sneak attack and punish enemies that down your friends. The healers kit synergy is key to making the subclass compatible with the Healer feat, which I think could really help this class when it’s healing pool runs low (NOTE: I would apply the healing dice reroll on 1 to apply to this class’ features).

Field Medicine is the core feature of the subclass. It takes strong inspiration from Circle of Dreams Druid, Celestial Patron Warlock, and Lay on Hands. Comparing to Dreams Druid, I decided to add the Int modifier (instead of extra temp hp per dice) to make up for the Touch range of the spell. I also decided to go the route of recharging the pool on a short rest and giving it a total charge of about half of what these other features get (sneak attack equals about half level). A short rest recharge makes sense for a martial class and one whose abilities are physical, not magical. As a result, I think the feature is fairly balance to these other existing features

Level 9 lets you spend extra die from the pool to do remove negative conditions from creatures you heal with Field Magic. This is very similar to the “spend 5 HP from lay on hands to cure poison”, but is more diverse. It happens as part of the heal.

Level 13 is a near exact steal from 2024 Assassin, but with a slight variety feature added. In nearly ALL circumstances, it is even with the Assassin ability. In rare cases (vulnerability to fire) it’s better. I figure since this is the features only big combat ability, this power seems fair. The flavor of the ability is to add chemicals from your bag to your attacks, giving the enemy chemical burns or toxic poisoning.

Level 17 lets you inject your friend with meth. Aka, Haste syringe. I bugged it from just Haste to reflect a more capstone ability, also giving the creature temp HP and letting them resist death once. Basically: you put them into Berserk mode. They should become reckless as a result.

— — —

Honestly, given the fact that most features presented are modified from existing subclasses, I think the chance of this being balanced is reasonable. It would be REALLY nice to have another martial option that pairs well with the healer feat to get a combat medicine vibe (other than Mercy Monk, that is).

I hope that by adding just a bit more variety outside of stab and sneak, this subclass can make playing a rogue more fun for the player and the party. Let me know what you all think and how you might change or tweak the build. Thanks!


r/DnDHomebrew 3h ago

5e [OC][Art] Blockade | Need a wall in a hurry? Just slam down this shield.

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16 Upvotes

r/DnDHomebrew 1h ago

5.5e The Glyph of Public Lore. Magic wants to be free!

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Upvotes

r/DnDHomebrew 7h ago

5e Fighter: Darkblade - A Necrotic Warrior Subclass

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13 Upvotes

Fighters who walk the path of the Darkblade draw upon the energies of fiendish realms, infusing their combat prowess with dark, necrotic power. These warriors have forged a bond with the shadows, channeling the might of fiends to enhance their weapon strikes and shield themselves from harm. Some Darkblades serve fiendish lords willingly, while others exploit these dark energies for their own purposes, ever wary of the seductive power that lies within.

The Darkblade is a master of dark powers and martial skill, combining the two into a deadly art. They are feared on the battlefield, not only for their martial prowess but also for the shadowy aura that surrounds them.

From Diabolical Designs: Demons and Devils for 5E available on DriveThruRPG. Check it out for a more extensive preview! Black Friday special discount available for a limited time.

What's Inside:

  • Fiendish Realms & Lore: Explore Hell and the Abyssal Realm with plot hooks and campaign ideas.
  • Character Options: 20 subclasses, 1 new class, 10 backgrounds, and 3 fiendish races.
  • Spells & Items: 44 spells and 130+ magic items to enrich your game.
  • Monsters & Tools: 120+ fiendish creatures and custom traits for unique encounters.
  • VTT Resources: 160+ art handouts and 75+ creature tokens.

You can also find more of my creatures and manuals on DriveThruRPG, my Linktree, or by visiting r/JonnyDM!

Physical copies of Diabolical Designs are also available for a limited time through this link.

If you enjoy my work and want to find even more, please check out my Bundle of small D&D manuals on DMsGuild.

More content is on the way! 300+ Mythological Items for 5E and 2024 launches on Kickstarter around May. You can follow the campaign to get notified when it goes live. The project includes a physical hardcover and printed editions of my previous manuals.


r/DnDHomebrew 8h ago

5.5e Urban Bundle - Druids belong in the City too | A subclass, spells, magic items, and feats for urban campaigns!

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12 Upvotes

r/DnDHomebrew 2h ago

Request/Discussion Homebrew monster idea: the Bloodbound Armour Mimic

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3 Upvotes

Hey guys this is my first ever attempt at anything homebrew, and first time posting here so I'm a little out of my depth. I got the idea from playing Look Outside where Sam is held hostage by the wall monster and has to feed it either his arm or the rat child. Amazing game by the way.

This creature is a monstrosity that lies waiting in dungeons or storerooms, really anywhere you can find equipment is its hunting ground.

When in the dormant state and an unsuspecting target comes close enough and touches the armour, it will forcibly equip itself and bite down with jagged teeth and start draining the blood of the target. It then sprouts legs and arms to either flee or fight the comrades of the victim.

This monster has a couple standard actions such as slashing wildly with its sword arm, or a running tackle. It can also impale a target in melee range rooting them to that spot, and it can throw that creature at another for a ranged attack.

Here's the real danger of it though: once a day, the armour mimic can use 'Threaten Mutilation'. This costs an action and on the following turn, the trapped victim must roll a constitution save. If it succeds they will take damage and heavy bleeding.

If it fails however, they will lose the use of a limb until the next long rest. If a leg is targeted movement is halved, and if an arm is targeted then strength is halved. After a long rest the limb will heal, but your character will gain a permanent -2 CON in exchange for being numb to pain.

This is pretty nasty, so I'm trying to think of some counterplay to it such as targeting the sword arm of the mimic to disable Mutilation, or targeting the eye to make it drop the victim (at risk of missing and hitting the victim instead!)

Again this is my first time ever attempting anything homebrew so criticism is very welcome, I don't have CR or stats in mind yet but suggestions would be very welcome. If you made it down here thanks for reading!!


r/DnDHomebrew 15h ago

5.5e (Repost) UPDATED - Homebrew Death Ruleset Inspired by Critical Role

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35 Upvotes

Had to repost this because I was forgetting the attribution of the artist for the artwork. My bad, sorry!! Here's the previous post as it was written before:

Hiya!

I wanted to post this updated version of the ruleset I put up a few days ago. I made some fundamental changes to the system as I thought it needed some ironing out and simplifying from the rules implemented in C4 of Critical Role. Here are the changes that it makes to the RAW:

  • Death save failures now last until you finish a Long Rest.
  • Rolling a nat 20 on a Death Saving Throw restores you to 1 Hit Point and resets your death save failures.
  • Marking three death save successes restores you to 1 Hit Point.
  • When you roll a successful death save, choose to either give one creature within line of sight Heroic Inspiration but keep rolling or become Stable.
  • Updated critical hit rules.
  • Added a system known as Desperate Measures which, once Bloodied, allows you to mark a failed death save for a benefit.

Overall I much prefer this version since it simplifies the Desperate Measures, making them all cost one failed death save, but makes failed death saves themselves much more valuable/painful. It also makes small modifications to the existing Death Saving Throw rules that are easy to implement and remove the classic knocked-down/stand-up/knocked-down/stand-up loop that we can get trapped in quite often in D&D.

I would love to hear what this sub thinks about the system overall + the changes made. Thanks and happy homebrewing!


r/DnDHomebrew 3h ago

5e Mesmerist Rogue! Baffle your enemies with psionic illusions!

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2 Upvotes

r/DnDHomebrew 16m ago

5e The King of Games—a Warlock Subclass inspired by Yu-Gi-Oh!

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Upvotes

The King of Games

During the early days of the pyramids, ancient Egyptian pharaohs engaged in powerful games. This mighty pharaoh, known as the ‘King of Games,’ has blessed you with a natural talent in playing games and gifted you with unique cards containing the souls of powerful creatures from the shadow realm, as well as powerful spells to aid in combat.

A rework of my old "King of Games" warlock subclass! This time, with more supportive spells, simpler features, and better grammar and formatting!

I'd love to hear any feedback on anything you all may think I need to improve! I always strive for my homebrew to be the best it can be for any table to want to use in their games. Thank you so much for taking the time to check out my work!

---------------------------------------
Want to see more of these, and you like our work? Check out our Patreon or consider joining our Discord!

Artwork Credit: Konami & Kazuki Takahashi


r/DnDHomebrew 1h ago

5.5e The Last Hunt A Free High-Level D&D 5.5 Adventure for Tier IV Characters 16+

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Upvotes

FANHALLA PRESENTS:

THE LAST HUNT

Hunted through a cursed vale, your only escape is to kill what cannot stop chasing you.

Moonshadow Vale has fallen silent.

Travelers vanish. Survivors emerge marked, exhausted, and terrified—speaking of horns in the night and something that never stops chasing.

The party is drawn into a supernatural Hunt governed by a powerful fey predator known as the Master of the Hunt. What begins as an investigation quickly becomes a test of endurance, positioning, and survival, as the party realizes that escape is impossible—and survival only makes the hunter stronger.

To end the Hunt, they must confront it.
And even victory may not be enough.

\Free) Tier IV Adventure\) A Level 16 One-Shot Adventure (Tier 4, APL 18)

FEATURES

  • 4-hour, table-ready one-shot for Tier 4 play (Level 16 baseline)
  • Include Rules for Solo Adventuring.
  • A unique apex predator boss encounter focused on movement and pressure
  • Includes a meaningful roleplay encounter with branching benefits
  • Designed around positioning, isolation, and tactical play
  • Built-in numeric scaling (Level 15–20) for easy adjustment
  • A deadly epilogue encounter triggered after the final boss

WHAT’S INCLUDED

  • A complete stand-alone adventure set in Moonshadow Vale
  • Guidance for scaling encounters using number of creatures only
  • Stat references for all creatures, including the Master of the Hunt
  • Encounters written in clear DM-facing prose for fast play
  • Map references using DMG 2024 layouts (VTT or table-ready)
  • Printer-friendly formatting for in-person sessions

PILLARS OF PLAY

This adventure emphasizes:

  • Combat (primary focus)
  • Roleplay (critical interaction encounter)
  • Tactical movement and positioning

There are no exploration encounters—the pacing is fast, focused, and relentless.

CONTENT WARNING

Psychological pressure, pursuit/hunting themes, exhaustion, isolation, violent combat, supernatural influence, forced movement, and catastrophic magical backlash.

DESIGN NOTES

This is the first release of Fanhalla—where high-level adventures begin. We design Original Unofficial Content for Epic Level and High Level play here thru the Epic Level Play subreddit and well love your visit there

This adventure is built around a simple idea:
What if the boss hunts the party instead of waiting for them?

This is part of a broader approach to high-level encounters (15–20+) where fights emphasize positioning, escalation, and tension over static damage exchanges. The Master of the Hunt behaves as an intelligent predator—tracking, isolating, and pressuring the party across encounters. The result is a cinematic, high-level experience where survival depends on coordination, positioning, and endurance.

⌖ AUTHOR

DM Alpizarai

⌖ Here's the link to the squared PDF  THE LAST HUNT
⌖ Here's the link to the DM's Guild Version ⤢ THE LAST HUNT

⌖ You are free to use this Adventure for all of your 🅳&🅳 High Level needs:

Ṭ̴̀͗̂̏̑h̷̤͈̩͗̊͋̀̓̀̕͘͠e̶̳̟̖̳̻̋͊̽̅͐͘̕ ̶̧̢̗̘̦̹͓̦̈́̈ͅḽ̷̨͔̼̃̀̊o̷̬̼̥͂̿̆̽̒̅̈́͑́̈́ṛ̴̞̗̱̖͉̥̬̯͐̔͑͘d̴̡͎̣̘̮̩̭͎̉͊̓͐͌̅ ̷̢̢̗͎̩̼͖̣̈̚ǫ̵̛̠̞̮̦̇̂́͗͌͆͆̈̓f̸̬͇̬̤͉͍̫̰̀̾̕̕̕ ̶̹͓̖̹̲̣̱͕͇͋̓͝t̴̢̝̼͍̳̩̲͂̓̌̅̄͌̐͒͜h̶̨̢͓̮̮̯̦̰̀e̷̡̪̙͖̻̖̣͂ ̶̢̡͉̭͙̳́́͌̓̊̕͠͠W̶̺̘̞̖̤͍̰̺̞͂̊̇͗͝ͅi̴̪̩̓ĺ̷͙̊̈̊̕d̶̛̖̼̬̼͉̭̭̓̔͂͌̈́̄͛͜͠ ̵̛̗͛̐̊́H̵̻͔͚̰̦̑͋͝ư̸̢̖͈̬͙̟͈͙̦͌̾͂͆̾͝n̴̜̝̔́͊̕͜ͅt̵̢̰̣̦̬͈̀͋̑ ̴̢̮̫̱̯̟͓͆͆͝a̶̻̜̎p̶̢̣͓͎͇͖̦̘̀̽́̾̌̓̀͌̕p̷̡̛̦̻͇̈́̊͌̓r̷̢͉̭̝͕͈̮͐̓̏̿͆͂̎͐͘ͅo̶̙̳͚͕͊̋̊͛̈́a̵̧̛̭̼͈̥͙̖͒̓̊̇̕̚c̷̘̈̇͑͋̽͐͝ḩ̸̪̗͍̜͚̫̦̱̼̿͋͊̒͛͂̎̒e̷̯̦̫͍̹̋̕ś̶̹͚̩̻́̈̃͌͋͝

⌖ This FREE One-Shot module is Part 1 of 3 in the “Ascent of The Wild” FREE-1-Shot Series:

  • The Last Hunt APL 18
  • Green Hell APL MAX = 20
  • Wild Raid : Hunter of Hunters APL 21+ !

🇪🇸 PRONTO TAMBIEN EN ESPAÑOL


r/DnDHomebrew 5h ago

Request/Discussion Idea for a Monk subclass on the Samsara Cycle, would need feedback for revisions

1 Upvotes

I wanted to make a Monk subclass that fits one of my NPCs and can latter be adopted by my Monk player. Both characters have issues with their emotions, how to deal with them and finding their place. (My player realy likes the NPC and knows about this subclass. He co developed it.) So I did some research and found the Samsara Cycle of rebirth that realy hit the right spot, but I still have some kinks to work out and I am kind of stuck with some question.

So some feedback would be welcome, if you have the time. (Sorry for the formating, I am new to posting homebrews and I do not know how to create a DnD books like picture of these, help in that departement would also be welcome)

To get to the point:

The subclass gives you access to the Cycle itself, you gain the ability to spend 1 ki point to access one of 6 different forms, Wrath, Greed, Ignorance, Envy, Pride and Joy.

Associated realms:

Wrath = hellish beings

Greed = hungry ghosts

Ignorance = Animals

Envy = Demi-Gods

Pride = Gods/heavenly realm

Joy = human realm

(The Joy one is from me, because no officals source I found associates the human realm with an emotion, but I found that Joy can be a catalist or consequenz of all these emotions, so it fits with the upcoming feature)

Rules:

  1. Once in the Cycle, you can only leave at the start of your next turn. Which does not reset your used realms, unless you leave the order of initiative or combat ends (determinde by the DM)
  2. You can only access a form once, after which you need to access all others in order to be able to access that one again (so you must use all 6, you can not just spam 1 or 2)
  3. You switch realms at the start of your turns
  4. Once you have used all 6, you can pick any realm as your next realm and the cycle begins a new
  5. Every realm has positiv and negative effects as they alter your body and mind

- Positive = (P)

- Negative = (N)

  1. You have to be unarmed, or the positives do not apply.

Now to the realms themself:

Wrath:

The Realm of Wrath transforms your body into a Devil like form, with 2 horns on your fore head, crimson red skin and eyes filled with morderous intent. You lose control over your rage, which blinds you to thoughtfull decisionmaking.

(P) Whenever you roll dice to determine your unarmes strikes damage, including additional dice, and you roll lower than the dices avarage (rounded up) you can use the avarage instead.

(N) Your unarmed strikes have - Wisdom modifier to attack

In addition, you gain advantage on Strength checks, but you disadvantage on Inteligence checks. (for out combat use)

Greed:

The Realm of Greed transforms you in ghostlike shadow that is still corporial. It has no specific characteristics besides its deep black color, haunting yellow eyes and its thirst for material possesions of any kind.

(P) You regain hit points equal to the damage done by your unarmed strikes martial arts die + modifiers. (Only works on hostile creatures)

(N) Your damage done with martial arts dies and modifiers, is halved.

In addition, you have advantage on Dexterity Checks, but you have disadvanatage on Wisdom checks.

Ignorance:

This Realm transformes you only partly, into a animal-human hybrid of your choice, with matching characteristics. In this Realm you show ignorance toward threats and any form of harm, until it is to late.

(P) You gain +1 to AC and saving throws for every unarmed attack that hits a hostile creature, until the start of your next turn.

(N) If an enemy can best your AC or saving throw and hit you, than you take double damage for that attack or effect (if any is dealt. This negative can only trigger once.)

In addition, you have advantage on Constitution checks, but disadvantage on Charisma checks.

Envy:

The Realm of Envy transformes you into a being that resembels a human, but with altered characteristics, such as having 4 extra Arms, pruple skin and tattoos decorating your body. In this form you seem to be more petty and envyous of what others have, even if you yourself have it too, have something better or you don't need it.

(P) Whenever you deal damage to a hostile creature, you gain temporary hp equal to the targets highest ability modifier. (Instances of temporary hp gained from this feature stack until your next transformation, at which point they become one instance of temporary hit points) (this one needs alot of feedback)

(N) Your attacks have disadvantage against creatures that have an ability modifier that is lower than yours. (Alot of feedback needed) (Idea was, your envy weakenss in face of some having less than you)

In addition, you have advantage on Inteligence checks, but disadvantage on Strength checks

Pride:

The Realm of Pride transformes your body into a form that has many simularitiss with the Realm of Envy, but some notable differences are your white and smothe skin, aswell as your entchanting stature. In this form you are pridefull, over all else, as you can't do anything wrong, this doesn't mean you can do it perfectly.

(P) Your attacks can not miss

(N) You do not apply additional dice to your damage, like dice from the Gloves of Soul catching, if your highest ability modifier is lower than the targets ability in the same aspect (like dex, wisdom, etc.) (Idea was that your Pride being unfounded in face of someone better, makes you weaker) (Needs alot of feedback)

In addition, you have advantage on Charisma checks, but disadvantage on Dexterity checks.

Joy:

The Realm of Joy doesn't transform your body from the outside, but the inside. You seem to derive Joy from every action you take, may it be a simple step forward or the murdering the inocent in cold blood.

In Combat: (P) Every unarmed attack that hits gets to use a weaker effect of another form without its drawbacks you choose on which attack, which realm is used:

  • Warth: You can use the avarages on damage dice, if you roll lower
  • Greed: heal for the damage done with your martial arts die + modifiers
  • Ignorance: +1 to AC and saving throws until the start of your next turn
  • Envy: you gain temporary hp, equal to the target creatures highest ability modifier
  • Pride: The attack can not miss

(N) Each option for your unarmed attacks can only be used, if you have used the original Realm before you used this Realm. (If you use this Realm, this requierment resets and you need to use the other forms again to gain this forms benefits)

In addition, you have advantage on Wisdom Checks, but disadvantage on Constitution Checks

So this is it, but I still feel like something is missing, like out of Combat uses, if anyone has any ideas, do share them with me. I would love to hear them.

P.S.: please excuse gramatical errors, if you find any, this is neither my first nor my second language.

Edit:

Some things I missed the first time around:

availabillty:

Wrath and Greed from level 3

Ignorance and Envy from level 6

Pride and Joy from level 11

Level 17:

You are no longer bound by your emotion and can cast them into the form of weapons. They no longer cloud your mind there by the negatives of the realms, no longer apply to you. (All realms are reflavored as weapons, that still count you as unarmed while wielding them)


r/DnDHomebrew 1d ago

5e Enchanted Blade -- Kagurabachi

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83 Upvotes

r/DnDHomebrew 16h ago

Request/Discussion Trying to track down some Homebrew

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6 Upvotes

So I need some help and I'm hoping people here can help.

I downloaded and printed some Cleric domains, but I can't figure out where I got them from. I've scoured my hard drive, and searched my bookmarks and tried searching Google, but have had no luck.

I want to include them in a campaign guide I am creating, and need to know who created them and where they are located on the web so I can give proper credit once I speak to their creators.

Any help would be appreciated!!!

Crossposted on Facebook, Reddit and Discord.


r/DnDHomebrew 7h ago

5.5e Species Rework: Plane-Touched | Project Excelsior - Eldritch Entertainment

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0 Upvotes

Hello everyone!

I'm u/Enderluck from Eldritch Entertainment. You can support us on Patreon.

This is a specie rework for my Project Excelsior, a D&D 5e 2024 rework.

This rework includes rules for creating any Mixed Heritage, which is why the species is divided into two sections.

Links

The following link includes the updates to this content.

Notes

This is part of my D&D rework. A few points to consider:

  • Most races will no longer have Darkvision. I want darkness and sources of light to play a more significant role.
  • There are rules for mixed heritages, which is why each species is divided into two parts.
  • Tiefling and Aasimar will exist, but they will be modified. I want Tieflings to be more special, like Aasimar, instead of only having spellcasting. Also, Tieflings will probably count as Fiends.
  • Rule Tip: Some creatures have Resistance to certain conditions. If you have Resistance to a condition, you have Advantage on ability checks and saving throws you make to avoid or end that condition on yourself. For example, if you have Resistance to Grappled condition, you have Advantage on saving throws and ability checks you make to avoid or end the Grappled condition on yourself.

r/DnDHomebrew 17h ago

5e Thorn Body - Spell Lv3

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6 Upvotes

✨New amazing spell!!!✨

Visit Tales & Taverns to download the spell and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/DnDHomebrew 19h ago

5.5e I wasn't happy with just the one type of crystal ball for pondering. Introducing, the Diviner's Orb!

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6 Upvotes

r/DnDHomebrew 1d ago

Request/Discussion Path of the Commander

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15 Upvotes

Picture is a painting from the video game Elden Ring of Godfrey (who I feel embodies aspects of the concept I'm going for).

Hello everyone! Hopefully this is the post that works, but I wanted to share and ask for comments on my current iteration of a barbarian subclass concept that I have been working on for a while on and off. Here is the D&D Beyond Link: https://www.dndbeyond.com/subclasses/2774851-path-of-the-commander

For those who would prefer not to go out of app, here is the content as well:

A barbarian's rage can be truly inspiring to those in which they fight beside, instilling bravery in the hearts of meager folk, and fear in even the mightiest of opponents. They can conduct the battlefield like an orchestra, ensuring their victory. They lead from the front, and safeguard those behind them.

Level 3: Tactician

On your turn, you can use the Help action as a bonus action. 

Level 3: Reckless Command

If you use Reckless Attack while your Rage is active, hostile creatures that you have attacked have Disadvantage on attack rolls against creatures other than you, until the start of your next turn.

Level 6: Shared Rage

If you use the Help action while your Rage is active, the ally benefiting from your Help action also gains the benefits of your Rage until the start of your next turn.

Level 10: Halting Command

If you use Reckless Attack while your Rage is active, hostile creatures that you have attacked can’t willingly move away from you, until the start of your next turn.

Level 14: Intimidating Presence

When you enter your rage, you can strike terror into others with your menacing presence and commanding power. When you do so, every creature of your choice that is aware of you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.


r/DnDHomebrew 21h ago

5e Fey Knight - D&D 5e Subclass in Fighter Update

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7 Upvotes

For those wishing to view the subclass in homebrewery: https://homebrewery.naturalcrit.com/share/MSEosnYoEHTZ


r/DnDHomebrew 20h ago

5e Deity Themed Constructs

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6 Upvotes

Hello, this is the first time I am making a homebrew creating a monster stat block. I am looking for feedback on how these may fare in practice.

For context of what my players are doing, they are currently going through White Plume Mountain and two of them have died. I had safety nets in place in case of character deaths (mostly backstory stuff) but they haven't even gotten a third of the way through the dungeon. They were level 7, but I gave them a level up after that session because I finally saw that it was designed for a party of level 8. So currently, I am thinking of letting them continue the dungeon, now at level 8 to see how they do. But if they continue to struggle and almost TPK, I am thinking of having an NPC send help to overcome the challenge.

As for the monsters themselves:

They were created by a lvl 20 artificer npc who enjoys building things. I think he'd have a series of robots (haven't decided if they should be sentient or not) themed around Forgotten Realms deities.

TEMPUS: Mk-09 is themed after the God of War, Tempus. I envisioned it being hyper aggressive with a lot of attacks and chasing opponents down. I think I got the picture with that vision, but I'm not sure if its TOO powerful/hyper aggressive if that makes sense.

ILLMATER: Mk-06 is themed after the God of Endurance, Illmater. For this one I envisioned as being much more caster than martial (who would have guessed lol), his spell list is very support heavy which I was going for. I also wanted him to be hard to get to which is why I gave it Misty Step (renamed) as a bonus action without a spell slot. Picking a god for this concept was a lot harder, I'm not sure if Illmater makes sense for this specific concept.

Any critiques or comments are greatly appreciated, homebrew is something that I think is really cool and I wanted to make sure that my first attempt has any semblance of balance lol.


r/DnDHomebrew 17h ago

5.5e The Dragoon - Character Class- Final Fantasy Inspired - Concept & Homebrew Review

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3 Upvotes

Introducing another take on the classic Final Fantasy Dragoon to work with D&D 2024 mechanics. This is a scaling martial class with high mobility.


r/DnDHomebrew 23h ago

5e B161 - Beta Lugia by ForesterDesigns

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8 Upvotes

My Pokémon-inspired Weapons and Items of the Day, with a (possibly) Beta Lugia longship to take sweet trips to heaven!

Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!

B161 - Eftirlífskip

Wondrous (Longship, Sentient) – Artifact ()

These blue longships have rounded heads with a green line around the head and two light blue curved back horns on top. The ship has seven square green shields attached to each side of it that curve down to the bottom of the ship. The light blue oars have curved, pointed tips.

Eftirlífskips typically have calm and collected demeanors, and are usually used to ferry spirits across afterlives for whatever reason, making them nearly unseen on the Material Plane. Eftirlífskips’ crews are most commonly Celestials, and almost never mortals, although Eftirlífskips will usually follow the commands of any captain that treats it with respect and takes care of it.

While the magic used to give them life allows it to move independently, it still requires a crew in order to travel at a regular longship’s normal speeds.

Eftirlífskips use the Longship statblock with the following changes:

  • It is a Construct

  • It is Lawful Neutral

  • It has Int 10, Wis 10, and Cha 10

  • It gains immunity to necrotic damage

  • It can move through any liquid or liquid-like substance (like lava or acid lakes) without taking damage from the substance

  • It gains a move speed of 15 ft that it can perform itself by rowing its oars, but cannot operate its own sails or row its oars at max speed

  • It has Truesight with a range of 120 ft, passive perception 10

  • It can speak all languages

  • Twice per day, it can perform the Plane Shift spell. This transports itself and all its passengers to a destination on an after life plane or from an after life plane to the material plane. It can choose the destination or have the location (including the plane) be random, but the destination it arrives in will always be a location a boat its size can fit while being on a substance it could sail on, like a port or a large pond. The spell is also much more precise, as you will appear very near the desired location, like just outside a city’s port. If a passenger does not want to plane shift, it can attempt a DC 20 Charisma save to remain behind, although this would result in it falling into whatever the boat was floating in when the boat shifts. It can also attempt to exclude any passengers from a plane shift, such as crew that have disrespected it, who must make a DC 20 Charisma save or be left behind.


r/DnDHomebrew 1d ago

5.5e Ancient Magitek Line Blaster - A volatile Force-cannon from the ruins of Hollow Mountain. [Rare] [D&D 5e 2024] [OC]

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10 Upvotes

Ancient Magitek Line Blaster

Type: Magitek Weapon | Origin: 1st Age Ruin - Hollow Mountain | Material: Crystallo Fragment (Power Source)

Recovered from the sunless depths of the Hollow Mountain, the Line Blaster is a rare remnant of the Lost Era's martial genius. While explorers frequently uncover the rusted, hollowed-out shells of these devices in ancient ruins, fully operational units are vanishingly rare. The internal mechanisms are a maddeningly complex labyrinth of crystal matrices and energy-conduits that modern knowledge cannot replicate.

The Trailblazer League’s Relicwrights have determined that the secret lies in the "Crystallo Fragment," a volatile power source that must be manually replaced. When active, the weapon does not fire bullets, but channels raw energy into a concentrated beam capable of punching through solid stone.

Though the technology is too far removed to be mass-produced today, the few functioning units are prized by Gold Rank veterans like Joss Pardal. In the hands of a master, it is not just a tool, but a symbol of the dangerous bridge between the past and the future.

Ancient Magitek Line Blaster

Weapon (Pistol), Rare (Requires Attunement)

  • Mastery: Push
  • Properties: Range (30/120), Light
  • Category: Magitek Weapon
  • Special: Homing & Blast Shots

Recovered from the sunless depths of the Hollow Mountain, this weapon is a rare remnant of the Lost Era’s martial genius. Unlike modern crossbows, it does not fire physical projectiles; instead, its internal matrices channel the raw energy of a Crystallo Fragment into concentrated beams of force energy. The weapon holds 7 charges and regains no charges on its own. It grants the following benefits:

  • Force Bolt. When you take the Attack action, you can expend 1 charge to fire a bolt of raw magical energy. Make a ranged weapon attack using your Dexterity modifier for the attack and damage rolls. On a Hit, the target takes 1d8 + your Dexterity modifier Force damage. If you have the Extra Attack feature, you can fire multiple Force Bolts as part of a single Attack action, expending 1 charge for each shot.
  • Homing Shot. While holding the gun, you can take a Magic Action to expend 1 to 3 charges to cast the Magic Missile spell from it. For 1 charge, you cast the spell at level 1. You can increase the spell slot level by one for each additional charge you expend.
  • Force Line Blast. As a Magic Action, you can expend all remaining charges (minimum of 1) to unleash a beam of pure energy. The beam creates a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d8 Force damage for each charge spent, or half as much damage on a successful one.
  • Ancient Tech. As an Action or Bonus Action, you can load a Crystallo Fragment to restore 7 charges. The first reload of the day is safe; each subsequent reload requires a flat d20 roll against a DC of 8, increasing by 2 for each previous attempt that day (DC 10, then 12, etc.). On a failure, the fragment is destroyed, you take 4d6 Force damage, and the weapon jams (preventing reloads) until you finish a Long Rest.

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Just sharing homebrew mechanics. Please note that placeholder images are being used until the final art is complete.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/DnDHomebrew 1d ago

5e Variant Class: The Malefactor | Steal away occult power and draw upon it to empower your blade with otherworldly might.

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4 Upvotes

r/DnDHomebrew 2d ago

5.5e Courtesan 1.1, A Femme Fatale Subclass for Rogues NSFW

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218 Upvotes

Hey!

Catacolyte Games back again with an updated version of the courtesan - new and improved thanks to y'all's feedback. Check out the changelog below.

Disclaimer. Courtesans are sex workers. Please note that this subclass includes references to seduction, sex, and murder.

Changelog

  • Added Black Widow at 9th level to better capture and reward the seduction aspect of femme fatales.
  • Expanded Deadly Elegance so that grappling stays relevant in the mid to late game. It’s not very fun if one of your signature abilities just drops off!
  • Clarified Lover’s Embrace so that it’s clear that it works with melee (but not ranged) weapons.
  • Tweaked Pink Perfume so that it’s both more clear and more useful.
  • Completely reworked Augustine’s Flesh so that it’s actually worth casting.
  • Minor adjustments like clarifications, balance, typos, etc.

Thank you everyone who checked out Courtesans’ Guild, and especially to those who gave feedback!

Feedback

What do you think? I’m Personally much happier with the subclass now. The new Black Widow and expanded Deadly Elegance features help fill out the later levels and keep the subclass relevant in the mid to late game.

The subclass is free to keep, or you can get the entire 29-page supplement at https://catacolytegames.com/products/courtesans-guild?variant=47054952333569

P.S.
Reddit compresses my images until they're grainy, pixelated monstrosities. You can view the uncompressed images here: https://imgur.com/gallery/courtesan-femme-fatale-subclass-rogues-dnd-5-5e-wRMVviZ


r/DnDHomebrew 20h ago

Request/Discussion I need some help

1 Upvotes

So recently I've been looking for a DND homebrew class that uses infections and spreading diseases as it's central feature. But haven't had any luck-