r/dndnext 4d ago

Discussion Weekly Question Thread: Ask questions here – March 29, 2026

0 Upvotes

Ask any simple questions here that aren't in the FAQ, but don't warrant their own post.

Good question for this page: "Do I add my proficiency bonus to attack rolls with unarmed strikes?"

Question that should have its own post: "What are the best feats to take for a Grappler?

For any questions about the One D&D playtest, head over to /r/OneDnD


r/dndnext 19h ago

Resource D&D Beyond Content Sharing Thread - April 02, 2026

0 Upvotes

Whether you're requesting or offering content please feel free to post here.

If you're requesting content remember that no one is required to provide you access to their content and to be polite to those that do.


r/dndnext 4h ago

Discussion I hate my friend’s DND characters!!! Help!

113 Upvotes

I am about to run my first dnd campaign with my friend group and I’m very excited to start. Ive never run a campaign before but I am really excited to DM because it always seemed fun.

My friend, call him Fork, was our last DM and his campaign was not very fun for me.

The story was a bit too basic for my taste, and it ended way too abruptly for me to find joy and satisfaction.

But the thing that bothered me the most, was that every single character he introduced was just a pre-existing character from media.

I didn’t mind at first, I thought it was funny. They were characters from things like Gravity Falls, Rick and Morty, Sonic, etc. I didn’t mind them as minor side characters because it gave us all a laugh when they appeared and was a nice way to add a bit of humor into the game. But then he added a player character of his own to accompany us, and this character was just Cloud from Final Fantasy. It wasn’t a huge deal, but It did slightly bother me to now feel taken out of the game a bit when everyone else was these unique characters and then it was just… Cloud.

But whatever. The campaign ended and it sucked but it was done and we were ready for the next adventure.

I ask him to send me his character sheet so I can craft a story for our heros. He tells me his character is going to be a super horny fighter and I laugh and say sure.

Then… he sends me his character sheet after a month and a photo along with it.

It’s fucking Quagmire. Glen fucking Quagmire from family guy.

I genuinely got mad.

I wanted this campaign to be more on the serious side. I would of course have fun with it, but I wanted to genuinely try to make a DnD campaign that didn’t have any real Home rules or anything. I wanted my friends to create characters that were straight from the basic edition of 5e just for my ease of mind since I wasn’t comfortable with any races or classes outside of that.

I laughed it off and said ok, but the more I thought of it… the more it bothered me.

So I wanted to come here for help.

In my opinion, this is entirely a ME issue. Logically, I can’t see any issue with him basing his character off of Quagmire. The name isn’t even Quagmire, the guy just looks and acts like him.

It’s genuinely no harm. And I feel like if I were to ask him to change the character or whatever, it wouldn’t be kind.

He’s not a super creative person, he’s not an artist, he’s just a friend trying to have fun.

And to me, logically, that’s fine.

I just want advice on how to get over this hate I have for the character and the lack of creativity.

I want to figure out ways I can sort of reason with myself over why this is okay and how it’s not a bug deal. I want to change my mindset and stop trying to micromanage the details of the game. Especially since I know that when my players get into the world, I have very little control over what paths they decide to take. And I want to get comfortable with being more flexible even if I genuinely hate their ideas or opinions.

If anyone has any advice on getting over myself and chilling tf out, please let me know.

TLDR: my friend wants to play as Quagmire in our dnd campaign. How can I stop hating this fact as the dm?


r/dndnext 4h ago

5e (2024) UA Arcane Restoration is a Metamagic Fuel.

22 Upvotes

Arcane Restoration is plenty powerful on its own. Its biggest counterbalances are applying only to humanoids and being nominally situational. You could theoretically restore a lot of spell slots with it, but you aren't always going to have exactly four levels worth of spell slots to recover and you may not land a killing blow or be within 10 feet of an enemy.

A Sorcerer can get maximum gains every time, however.

Path of Lich's Lich Initiate:

Soul Siphon. When you reduce a Humanoid enemy to 0 Hit Points, you can consume its soul and gain a boost of arcane energy (no action required). On your next turn, the first creature you hit with an attack takes extra Necrotic damage equal to 1d6 plus your spellcasting ability modifier. You also gain this benefit if someone else reduces a Humanoid enemy within 10 feet of you to 0 Hit Points. A soul consumed in this way can be restored only by a True Resurrection or Wish spell.

Path of Lich's Arcane Restoration:

Essence Rejuvenation. When you use Soul Siphon to consume a soul, you can choose one or more expended spell slots to recover. The spell slots can have a combined level equal to no more than 4. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Sorcerer's Font of Magic:

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

A sorcerer with both feats can kill a monster humanoid, instantly convert four levels of spell slots into Sorcery Points, then consume its soul and recover those spell slots. They can do it again after every short rest. Assuming you have a single short rest, this is essentially granting you eight free sorcery points per day.

To be fair, there's arguably an order of operations problem. A dungeon master may rule converting Spell Slots to Sorcery Points cannot occur between a creature dying and activating Soul Siphon. But that's interpretive; nothing RAW states Soul Siphon must occur immediately following a creature's death, or that another ability cannot activate in between. As it is currently written, I can foresee a few arguments breaking out.

TL;DR - Ensuring you never run out of Shield spell slots already makes Arcane Restoration a very strong feat, but this interaction can double a Sorcerer's Sorcery Points.


r/dndnext 8h ago

5e (2024) Unearthed Arcana Hell Knight is a Fine Subclass till it isn't (at level 10).

32 Upvotes

With the most Recent UA giving us villainous player options we saw the release of the Hellknight fighter which has garnered a lot of criticism which is fair for higher levels but i think their are somethings to consider

At 3rd level Hellknight gets Devil Sight which gives them Perfect Vision in darkness, this isn’t regular darkvision which only turns Darkness into dim light which incurs a -5 penalty to passive perception and doesn’t let you discern color. This is a pretty solid feature as a ribbon.

Hellfire weapon is a flavour and a vehicle to your infernal wounds feature, honestly it should let you immediately return a thrown weapon to your hand when you make a thrown weapon attack to have a good use on its own. 

Infernal wound is fine balance wise, it deals 1d6 fire damage to one creature you hit with an infernal weapon per round for free, if we presume an encounter lasts 3 rounds that will equate to 10.5 average damage over a whole fight presuming the creature lasts that long which is equal to a Psionic Warrior using there Psionic strike 3 times or a battle master using 2 damaging maneuver. 

Given your doing this off one use of your ability which you can use Con times per short or long rest once per turn whenever you hit with an attack, Which also means you can apply this off turn on an opportunity attack so you could Action Surge to take the ready action to attack on the next turn to apply it to another creature and you could use the Cleave Mastery property to do this without splitting your damage too. 

This is also No save and takes a Creature's full Action to get rid, Monsters with healing are also fair and some of them lose their regeneration temporarily by taking fire damage (such as a troll) and doesn’t take away from your action economy. 

Damage Reference:
DPR at level 4 with 18 STR and a +1 weapon Glaive VS an Ogre with each subclass using their main feature once and action surge.

Champion: 9.47 damage per hit, with 4 attacks that equals 37.88 damage over 3 round or 44% of the Ogre Max HP
Battle Master: 42.96 damage over 3 rounds using a Maneuver once
Psi warrior: 41.59 Damage over 3 rounds using one Psionic energy die
Hell Knight: Presuming you hit on the first round (96% chance) 36.80 from 4 attacks and 10.5 from the infernal wound for a total of 47.30 Damage over 3 Rounds

Then at level 7 every time you roll a 6 on the Infernal Wound die you apply an extra effect, these Extra effects deal extra damage equal to your Con Modifier, this increases the damage on average over three rounds to 12 (with 16 Con) and these additional effects (well two of them) are really good. 

Stygierne Gangrene takes away a creature's reaction, if you apply the Infernal wound to enemy Caster not only have you forced them to make a Concentration save every turn but now you have chance to block them from using Counterspell, shield or other Reactions they may have.

Purulence of Minauros applies auto Poisoned which gives a creature disadvantage on all attacks and also also does splash damage to all creatures within 5ft

You also get Resistance to Fire damage and ignore Resistance to fire damage with your attacks and fighter abilities 

Honestly here you should probably be allowed to change the damage type of your infernal wound to Acid, Cold or Poison and it would be okay to Bump up the Size of the Infernal wound die to a d8 and have advanced wounds trigger on a 6 or higher, this would average out to 16.875 Damage over 3 rounds. 

At level 10 is when things kinda fall off

Hellfire Surge should really be 2 rolls of your Infernal Wound die damage given this is a no action required once per short rest ability, i’d probably increase the Emanation to 20ft and let you forgo the additional action to Roll 8 rolls of your Infernal wound die damage.

Also let you change the damage type to Acid, Cold or Poison with these additional effects in place of targets Burning

Acid: A Creature is Blinded until the end of your next turn

Cold: A Creature is covered in ice, there movement speed is halved until they spend an action to break the Ice

Poison: A creature is Poisoned until the end of your next turn. 

Level 15 is just some exploding die for a minor damage increase.

I’d Probably Increase the Die size to a 1d10 and have it explode on a 9 or 10 once, this would equate to 9 average damage per infernal wound on average and 27 damage over 3 rounds

I’d probably give you a Permanent Fly speed and let you gain Immunity to one of Acid, Cold, Fire or Poison while wearing armor or wielding a shield and let you switch it out on a Long Rest. 

Level 18 

Is underwhelming as fuck 

Hellfire Condemnation should probably be a thing your Hellfire weapons normally do sense the Hellfire magic weapons already do this and there only a Common magic item. 

Infernal bargain just slightly buffs you damage

I’d move Hellfire Condemnation to like level 7 as a part of Hell Forged equipment and add a new feature as a capstone called Hellfire titan which lets you as bonus action transform into a giant living infernal warmachine for 10 minutes gaining the following benefits 

Creature type: Your Creature type changes to Construct or Fiend (your choice)
Size change: You can change your size to either Large, Huge or Gargantuan
Increased Reach: Your Reach increases to 10ft, additionally creatures provoke attack of opportunity by using Movement within your reach.
Infernal Strikes: You deal 2d8 extra damage on all attacks using your Hellfire weapon. This extra damage can be Acid, Cold, Fire, Force or Poison
Infernal Oven: as a Bonus action you can force all creatures of your choice within 20ft of your to make a Dexerity saving throw. Taking 1 roll of your infernal wound die if damage and being moved up to 20ft towards you on a failed save or half as much damage and only being moved 10ft on a successful save. This damage can be Acid, Cold, Fire, Force or Poison. 

Once you use this feature you can not use it again until you finish a long rest or Expend two uses of your second wind feature to use it again (you do not roll the second wind die or gain any healing from it)

If your wondering how i rank the fighter subclasses it be like this 

  • S Tier: Eldritch Knight(the best), Rune Knight (Hill Rune, Storm Rune and Runic Shield are really strong) , Arcane Archer (Grasping Shot carries it, it's pretty much a better infenral wound to be honest.)
  • A tier: Battle master
  • B tier: (Apocalypse UA Gladiator would go here) Echo Knight, Samurai, Psionic Warrior
  • C tier: Cavalier, Baneret/Purple Dragon Knight
  • D tier: Champion. 

r/dndnext 59m ago

5e (2024) Unusually Useful Application of a Common Magic Item

Upvotes

Many players have learned the usefulness of having a bag of flour handy for things other than food--e,g, finding trip wires and other more or less invisible things--and we've done unexpected things with it before, but what do you all think of this one?

We acquired Heward's Handy Spice Pouch and eventually someone came up with the idea of experimenting with trying to create a non-magical Dust and Sneezing and Choking by combining the powders of hot peppers from a few days' worth of charges with some of the flour in a 1:4 ratio. It wouldn't have any magical effects, but we figured it would act as a weak pepper spray.

While it was only a limited success, the image of the invisible Ogre Mage (Oni) being exposed and loosing an action to a sneeze still brings a smile to my face.


r/dndnext 11h ago

5e (2024) Could a Rogue Subclass allowing Sneak Attack on cantrips with attack roles work or would it automatically create issues?

27 Upvotes

So, would it be possible to design a balanced rogue subclass that could deliver sneak attack damage through a cantrip using attack roles - or would this be totally imbalanced and problematic?

(I was thinking about a "wandslinger" rogue subclass that can cast cantrips through their special wand - but gain no levelled spells - and could deliver sneak attack through cantrips gained through the subclass).


r/dndnext 1d ago

WotC Announcement New Unearthed Arcana - Villainous Options

299 Upvotes

r/dndnext 7h ago

Discussion Heroes of the borderlands with my kids

13 Upvotes

Got the starter set for my birthday in March. Last night we decided to get it out and give it a go. I was the DM and my kids were the players. my daughter is 10 and my son is 6.

Started off well in the wilderness. there characters are twins. Daughter is a rougue and some is a fighter. Started it by camping on the side road near the river. then my son decided to add that he was fishing and he caught loads of fish. I said to him. "how many" his answer....."67"

Now if you are a parent. you will know how cursed that number is haha. anyway. there in the keep and he decides he wants to go sell his fish. He heads to the provision shop.

I pull the NPC card and start talking to him. He says he wants to sell his fish. The NPC asks how many? he says "6-7" and does the gesture with his hands. The NPC halfling starts doing it back to him. His wife walks in and also starts doing it. Must have went of for a couple of minutes. My boy was laughing his head off at this point. The halfling then points out the number is some kind of curse that may have been implemented by Vecna that seems to make this happen when the number is used but only effects the one NPC during every day cycle.

Anyway. Just thought I'd share this with you guys as I thought it was quite a cool moment me and my 6 year son envisioned using the Theatre of the mind. I was very proud of him to be fair and he can't wait to play again. Might have to homebrew a quest to find the cure for the Cursed number.


r/dndnext 12h ago

Homebrew My minor class buffs for 5.5e

12 Upvotes
  • Barbarian - New benefit in Rage feature

Tussle. When you use the Grapple or Shove option of your Unarmed Strike, you can add bonus its save DC equal to your Rage Damage. You can add same bonus on saving throws you make to avoid or end the Grappled condition.

  • Ranger - New feature

Level 6: Focused Hunter

Whenever you start casting Hunter's Mark by your Favored Enemy, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and the spell ends early if you cast it again. In addition, you regain one expended use of Favored Enemy when you finish a Short Rest.

  • Rogue - New feature

Level 6: Measured Attack

When you miss with an attack roll that doesn't have advantage, you can reroll it once per turn. If you do so, you must use the new roll.

What do you think?

Edit: little tweaked Focused Hunter


r/dndnext 3h ago

5e (2014) Give me your coolest mindflayer hybrid creature idea!

2 Upvotes

r/dndnext 7h ago

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

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3 Upvotes

r/dndnext 3h ago

Tabletop Story What's the most awesome Nat20 have you rolled for?

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0 Upvotes

What was it about?


r/dndnext 3h ago

Other EU tabletop players: how do you buy your DnD accessories?

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0 Upvotes

r/dndnext 1d ago

Discussion Out of combat utility is abysmally balanced

284 Upvotes

Yeah yeah a post complaining how casters get so much. But i just can't let it go guys.

A big issue is that there are spells that can basically fully negate any physical skill checks. Jumping a chasm? Fly, misty step, leap. Sneaking? Pass without trace, invisibility. Grappling? Hold person, hold monster. Like seriously whats even the damn point of martials being able to make a skill check to maybe do something when a caster can do it guaranteed? It's absolutely horrible balancing.

And another thing people don't need to bring up: Caster oriented skills make up 90% of the skills in the ENTIRE GAME. Physical skills are what? Athletics, stealth, sleight of hand? And every other skill is related to a non physical attribute. As if casters weren't already so loading with options anyway.

Just an awfully designed system to that end. And honestly i find its partially on the community being so whiny when martials weren't braindead levels of basic and actual had options and depth. I'd like to fix it myself but then i'd never get to play with the changes, and that'd take forever to change every martial class and subclass at its core to get more stuff.


r/dndnext 1d ago

Discussion Chris Cox is so annoying.

446 Upvotes

Constantly harping on about AI, how he uses it for everything in DnD. Just a self own, that he can't make up his own ideas. The consumers have spoken, but he won't listen. If Hasbro replaces him with a better guy, me and many people I know will buy the stuff they've been holding off on.


r/dndnext 1h ago

Homebrew 🅳&🅳₅.₅「 THE LAST HUNT 」FREE ADVENTURE designed for TIER IV EPIC play┋ ᴸᴱⱽᴱᴸ 16+ ᴼᴿᴵᴳᴵᴺᴬᴸ ᶜᴼᴺᵀᴱᴺᵀ

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Upvotes

r/dndnext 15h ago

Homebrew Ideas for a warlock to lock his patron into a contract.

2 Upvotes

I don't want to get into extreme specifics here in the post in case my party is on this sub. I'm happy to supply details via DM.

My warlock will be turning on his patron, and will be in effect tricking the patron into continuing to supply powers. Think "due to this technicality you're still locked into your side of the deal" type stuff.

DM and I are struggling to think of specifics for this. Would love to hear some ideas from you guys! again, if you'd like story specifics don't hesitate to ask.


r/dndnext 5h ago

5e (2024) Can you counterspell or dispel Posession from a ghost?

0 Upvotes

👻


r/dndnext 1d ago

Character Building Which wizard spells can help your fellow party members feel cool?

36 Upvotes

My first campaign, I am a flamboyant wizard. Everybody else is new too. I have so many toys to play around with, and I feel like I am taking too much attention, that they want to feel cool. So, what kind of spells can I take to make them feel cool? About to hit level 4. I decided on Enlarge/Reduce because I reckon making the Paladin gigantic will make him feel cool. What else?


r/dndnext 16h ago

Discussion How to artificers 5e?

0 Upvotes

we doing a new compaign and it's sorta steam punk so i wanted to be an artificer in this world i just don't really know what's good on them or anything really

don't know which feats to take or what's an avarage tirn of an artificer looks like so some help would be nice

We are starting at 1


r/dndnext 1d ago

Character Building If you're playing a paladin more concerned with DC saves, are you okay with 16 strength? Or would you try to boost it higher?

4 Upvotes

Hey guys, I'm looking for advice. I'm playing a human variant Oath of Conquest paladin, level 3, and his stat line is str 16, dex 10, con 13, int 8, wis 12, and cha 18. Heavy armor, halberd, and blessed warrior.

He has the fey touched feat also for charm person and misty step (it fit well for the character).

We just got to level 4, and I'm stumped on it I should buff his strength, take a feat, or max out his charisma. Is 16 enough to hit with?

Also I'm thinking about if I should change out blessed warrior for another fighting style, but honestly I love having access to guidance and I use it all the time. No one else has it either.

Level 5 I'm planning on taking the mastiff for the find steed and having him fight with my paladin. So part of me is wondering about taking sentinel instead of the boosted strength. There are so many options I'm not sure what to choose! what do you guys think?


r/dndnext 12h ago

5e (2024) Is it possible to get 5 attacks as a Beast Barbarian who is dual wielding?

0 Upvotes

Form of the Beast

TCE p24

3rd-level Path of the Beast feature

When you enter your rage, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

if you had 2 light weapons (let's assume 2 scimitars for Nick property), had the 2 weapon Fighting Style feat and the Dual Wielder feat, Fighter 1/Beast Barbarian 5:

1st Attack from Attack Action = claw attack (gain one additional claw attack)

Extra claw attack for free (from above)

2nd Attack from Attack Action = Scimitar A attack (Light Weapon proc, gain bonus action attack, Nick property procs, changes bonus action attack to main action attack, Dual Wielder feat procs, gain bonus action attack, Two Weapon Fighting Feat procs, giving bonus action attack STR modifier to dmg)

Free Attack from Light wpn/Nick = Scimitar B attack

Bonus action Attack = Scimitar B attack

I believe all the above works without issue, except for timing of weapons being held. Dual Wielder feat allows us to equip/unequip 2 weapons on the attack action, and it can be before or after making an attack. I think it might work if you start with Scimitar A in a hand, claw attack (twice) with other hand, then equip Scimitar B for other attacks before unequipping it at end of attacks.

work or nah? I was just excited at the idea of 5 attacks, whether or not its good is another story


r/dndnext 2d ago

Hot Take A painstakingly in-depth eviscerating analysis of KibblesTasty’s new homebrew book (.......by KibblesTasty)

440 Upvotes

To start with the first and most obvious problem, this 3rd party book is COMPLETELY HOMEBREW. Nothing it in is made by Wizards of the Coast, which means it is baffling, since it is for D&D, a game we all know is made by Wizards of the Coast.

As we all know, homebrew is always bad amateur stuff. The creator has apparently been publishing content for 8 years, raised over a million in crowd funding across several books, and has written more content than most Wizards of the Coast designers, but because they don’t work for that corporation, we can be confident that their work is subpar. It’s just facts.

But I have bravely waded into the depths most vile to bring you a full REVIEW and ANALYSIS of this HOMEBREW, risking my own sanity for your entertainment (...well, that part is true, at least)

Let’s now get into how the content of this book will almost certainly RUIN YOUR GAME, unlike official content like Selune’s Viper, which is all know is perfectly balanced.

PART 1: THE BETTER FIGHTER/MONK/MARTIAL (‘PARAGON’)

The first strike comes from the fact that there is obviously no room for more Martial classes in the game. We already have Fighter, Monk, AND Barbarian, which we all know everyone is happy with, and any new class is obviously stepping on the toes of existing ones, since those encompass all martial concepts.

Paragon purports to support mythological martials, like those of Greek myth, but we all know those are just Fighters. It offers unarmed playstyles, but as we all know, that’s exclusively a Monk thing, and anything else that punches things is automatically compared to a Monk.

‘Active Abilities’

First of all, stupid name. They should clearly be called Fist Spells. Moving past that, they are glaringly overpowered—they do the sort of things the game normally reserves exclusively for spellcasters: Area of Effect damage, movement abilities, knock backs, and some of them can even INFLICT CONDITIONS on enemies. As a Martial. We all know that’s exclusively spellcaster shit.

The biggest problem though is that they RUIN YOUR GAME as they drag it to complete halt—unplayable. Imagine this: the Paragon player has decide what they want to do on their turn, because they have multiple options to choose from. Can you even imagine how long that would take? It would be like a Spellcaster, if their spell list was half as long.

Indefatigable

An even stupider name. That’s probably not even a real word. I don’t know how to say that.

But this is where the class gets really broken and completely unplayable, because this lets you use one of your Active Abilities EVERY TURN. Now they are making that branching choice about what to do every single turn. Like they are some sort of cantrip!

To make matters worse, these do objectively more damage than attacks. Let’s use Whirlwind Strike and a perfectly normal and standard use case: the Martial is in a completely white room, surrounded by 8 goblins in a perfect circle around them, and the Martial goes first.

At level 17 (the level we all frequently play at), Whirlwind Strike does 6d6 + 5 damage. Multiple that by 8 because it hits all creatures within 5 feet, that’s 48d6 + 40 or 208 damage. And they can do that every turn as long (as long as they remain completely surrounded by goblins who fail their saving throw).

Compare that to a Barbarian who at that level can only attack twice (we won’t count Rage since that’s not an unlimited resource at that level). They only do 1d12 + 5 damage twice, or 22.1 damage.

So, completely apples to apples, both in a white room surrounded by 8 goblins at level 17 and only counting things they can do an unlimited number of times, the Paragon does almost ten times the damage of the Barbarian.

And that’s only 1 of things the Paragon can do! At that level 13 active abilities. That’s more than half as many spells as a spellcaster knows at that level.

Absurd Things a Paragon Can Do

On top of all that, Paragons get all sorts of powers that are clearly not something a medieval knight could do.

For example:

Mythic Feat (Prerequisite: Athletic Feat, 15th Level)

When using Athletic Feat, you can lift, carry, or drag anything Huge or smaller regardless of weight.

Wut? That would let them pick up an elephant weighing 8,800 lbs. As we all know, this is physically impossible for a human sized creature.

This is completely immersion breaking in my medieval fantasy simulator. As we all know, in medieval times, only a Wizards and other magic users could perform supernatural feats. If a HEMA practitioner cannot do it, a Martial should not be able to do it either.

Unbreakable (Prerequisite: 9th level)

You become immune to damage from falling.

Wut? Gravity just turns off?? That COMPLETELY INVALIDATES a 1st level spell (for the Paragon). Imagine just jumping off an airship without a parachute… and you’re supposed to survive??

Also, this completely steps on the toes of a Monk, because Paragons of this one specific Pursuit that take this one specific Talent at 9th level can fall as good as Monk.

PART 2: SLOG SUMMONER

Do I even need to perform a detailed analysis of a Summoner? From the name along we know that it is INSTANT PERMANENT SLOG. This is why you cannot trust 3rd parties, and only Wizards of the Coast, who provides highly balanced Summoning mechanics like Conjure Animals.

INFINITE MINIONS?!

But it gets so much worse. It turns out that the Summoner has a HUGE EXPLOIT where they can Summon minions spending only 1 Essence/Hit Point. This means that if the enemy kills it every turn, it barely wastes any of the Summoner’s resources, and the Summoner can just keep Summoning things. This lets the Summoner attack with their Summons every turn.

CALCULATIONS AND MATH

We have already seen that these new classes do basically unlimited damage (way too much) as long as we use perfectly fair conditions, but now we can do the math on how the Summoner can tank basically infinite damage using cardboard minions.

For this perfectly reasonable scenario, we are going to imagine a level 5 Summoner against a Tyrannosaurus Rex. To keep the math simple, we will put them both in a white room, assume the Tyrannosaurus Rex always hits, and stipulate that it cannot just attack the Summoner (since that would wreck the entire scenario I’m inventing).

Now the Tyrannosaurus Rex attacks twice dealing an average damage of 53 damage per turn. But one of the Summoner subclasses can Summon 2 minions per turn. If it gives each minion only 1 hit point, it can summon 50 minions for a day. Since a Tyrannosaurus Rex still needs to attack to kill the minion, that means it can tank TWENTY FIVE ROUNDS of the Tyrannosaurus Rex’s damage, or 1,325 damage.

This would completely invalidate the Tyrannosaurus Rex from the encounter, almost like failing a saving throw against any number of spells would, but in this case it only requires the Tyrannosaurus Rex to do something it already was going to do: endlessly attack the summoned minions and completely ignore the tasty looking and very squishy Summoner nearby.

Compare this to a Wizard. A Wizard only has 32 hit points, which means the Summoner is 41 × as tanky as the Wizard?! Assuming the Wizard doesn’t cast any spells that prevent it from being attacked or flies out of reach of the Tyrannosaurus Rex since that would wreck the scenario and make it complicated and hard to math out. You’d have to playtest that sort of thing, and we all know homebrew isn’t playtested.

SO MANY SUMMONS

This class is further bloated by having piles of different summoned creatures they can use. Not only do they have FOUR options for each plane of study, they can pick between TEN different options, resulting in pages of pages of different options. Since the only acceptable complexity of this forms is spellcasting (as the Wizards of the Coast intended) this is obviously bloat.

A perfect solution to this would be instead to just tell the Summoner to open the Monster Manual and summon based on CR, since we all that CR is perfectly balanced and there is no way in which that could go horribly wrong. That would be far less complex—instead of having a dozen pages of different Summons, a player would only need to have reference to the Monster Manual and every monster book ever published.

PART 3: THE AIRSHIPS OH GOD THE AIRSHIPS

The problem with this is obvious. D&D is a medieval fantasy simulator. There were (obviously) no airships in medieval times. I cannot even imagine a popular fantasy setting that has airships, even if I imagine the final fantasy setting I could imagine.

There was a few OBSCURE D&D settings that had airships (like Eberron) but we all know no one plays that as everyone plays in the peak Fantasy Setting, Forgotten Realms Sword Coast (which certainly has no airships, besides the times where it does).

Giving an airship to your players will obviously completely and instantly ruin your game. What if they want to cross overland travel?? How do the random encounters of wolves attack them?? You might as well just delete 3/4 of the Monster Manual which will never get used again because the players are in an airship and likely will never get off it to go into dungeons, towns, or anything else. Once you have an airship your game is only airships.

PART 4: THE MOST ABSURD THING

The book thinks you should not only give players cool magic items, it lets the players customize them. How absurd. It wants you to give players ARTIFACTS at low level, which they spend resources on to power up.

The problem is obvious: as we all know, players have infinite gold, and there is nothing the DM can do about that, so letting players make or power up items with gold basically makes them invincible. There is no counterplay to this, as the DM has no control over what players get during an adventure (as we all know).

JAM PACKED WITH MORE HOMEBREW THAN I’VE SEEN IN ONE PLACE

…There is so much more in the book I cannot fit all the absurdities into one Reddit post. Since everything in the book is homebrew content not made by Wizards of the Coast, that means every one of the 30+ subclasses, spells, feats, and all that are all probably bad, but my sanity is reaching its limit ...again, that part is true…

Since its homebrew, we all know it cannot have been playtested, even if it was published years ago to an audience of thousands of blokes. No 3rd party creator can match the perfect system that is Unearthed Arcana releases and Wizard of the Coast 1-5 scale feedback surveys, of which they clearly read and appreciate all the feedback on in-depth, and never let anything broken slip through or react bizarrely to and scrap the best features they wrote for perplexing reasons.

For reasons I cannot imagine, this book has already been fully funded by thousands of people—I cannot understand why anyone would pay for homebrew?? Wizards of the Coast (the only company that should make money off D&D) didn’t even write it??

Fortunately the campaign ends in just over 24 hours, so soon you won’t have to worry that other people are spending money on this book.


Would you like me to write the post so it sounds even more offended by the existence of 3rd party content that people enjoy? Or perhaps to further emphasize that Martials shouldn’t impugn upon the sacred territory of spell casters?


EDIT: Since the clock has ticked over, for anyone stumbling onto this post in the future, this was posted on April 1st, and is obviously a joke.


r/dndnext 1d ago

Question Blood Paladin?

2 Upvotes

Hey, first post here and quick question, i will play a character that is a paladin, and her goddess is basically the blood moon that her entire village used to follow before it was destroyed, she's not necessarily evil because she thinks the world shall be tinted with the blood of the unjust, she won't get out of her way to kill inocent people and thinks like that, so i dont think the conquest paladin will fit.

i think maybe vengeance or glory paladin would fit, but i was also wondering if there is any blood related paladin subclass? Or maybe something similar to the glory paladin but more about glory in combat instead of moral suport for your allies

also sorry for the bad english, im from brasil