r/DnDHomebrew • • 43m ago

5.5e Warrior of Elemental Magic (Elemetal Blaster Monk)

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• Upvotes

r/DnDHomebrew • • 1h ago

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

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• Upvotes

r/DnDHomebrew • • 7h ago

Request/Discussion Looking for an opinion on a custom race

3 Upvotes

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

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Wildborn Faerie Species Details

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

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

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

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

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

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

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

You must choose between the Geovian or Aerovian subtypes.

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Wildborn Faerie Traits

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

Wildborn Faerie Traits

As an Faerie, you have these special traits.

Glamour

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

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

Bound By Truth

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

Iron Allergy

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

Fae Court Magic

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

Contract

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

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

True Names

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

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

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

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

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

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

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

Dream Dissipation

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

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I am already feeling secondhand embarrassment hahaha. Oh well.


r/DnDHomebrew • • 16h ago

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

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14 Upvotes

r/DnDHomebrew • • 23h ago

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

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43 Upvotes

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

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

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

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

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

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

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

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

Big Hugs Brodas!


r/DnDHomebrew • • 1d ago

5e Guardian and Decayed Guardian (Zelda BOTW monsters for 5e)

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61 Upvotes

r/DnDHomebrew • • 14h ago

5e Svengali – A master manipulator NPC class

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5 Upvotes

I built this for an upcoming campaign. These characters will exist at various levels in small numbers. Most are just better than average conmen. A few have enhanced a young artist into a star, and sponge off them in exchange for keeping them at the top of their game.

And one has taken control of a powerful king without anyone being aware.

Thoughts? I tried to balance it as if for a player class. Some of the best abilities are far too slow to be of use in combat, or even a few days.


r/DnDHomebrew • • 23h ago

5.5e Monsters of Sea & Shore - Assorted Creatures

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14 Upvotes

New creatures have risen from the ashes!

The sea is a place where the strangest, most fantastical, and utterly horrifying creatures live. Even as you approach the shore, there are things that may follow you just to secure their next meal. Now of course, some are more vicious than others. Some may even prove helpful! But be wary Mighty Adventurers, for these new creatures of the sea and shore could be a strange day dream, or a living nightmare.

You can get the PDF version of the brew HERE

Cover Art By In-House Artist: Hunter Wideman

Page 2 Art By: RubinaDragon

Page 3 Art By: Azany

Page 4 Art By: Mariusz Grochalak

Become a Patron

Patrons get exclusive content, starting with a fully original class: The Witch, and full access to all Patron-only posts. Paid members also get access to our Discord server, where you'll get behind the scenes updates and the ability to vote on future brews!


r/DnDHomebrew • • 9h ago

5e DnD Book of Cania

1 Upvotes

Here idea for cursed item based to sin of Envy

Artifact: Book of Cania

Wondrous item, artifact (requires attunement by a spellcaster)

This thick, heavy tome is bound in pale, frozen leather that yields to the touch like living human skin. The runes within its pages are not written in ink, but carved directly into the parchment, glowing with a faint, chilling blue light. The book breathes with a slow, rhythmic pulse—its covers rising and falling as if in deep slumber. When opened, a freezing vapor rolls off the pages, and the book communicates telepathically with its attuned bearer in a cold, sibilant whisper.

Forbidden Knowledge

The book contains esoteric spellcraft that mortal minds were never meant to govern. Upon attuning to the book, you learn three spells of your choice from any class spell list. These spells count as known or prepared spells for you, use your normal spellcasting ability modifier, and do not count against your limit of spells known or prepared.

Additionally, once per day when you cast a spell that deals damage, you can choose to alter its elemental property, changing its damage type to cold damage. If the chosen spell already deals cold damage, you can roll all of the spell's damage dice twice and take the higher total.

Curse: The Living Parasite

The Book of Cania is a sentient, malevolent entity that requires life energy to sustain its cosmic existence, and it refuses to let its reader escape its grasp.

Perpetual Frostbite.

The moment you attune to the book, an unnatural, deep chill seeps into your fingers and hands. Your joints stiffen, and your flesh turns pale and numb. You have disadvantage on all Dexterity (Sleight of Hand) checks, and you cannot feel warmth through your hands.

The Price of Knowledge.

Whenever you cast one of the three forbidden spells granted by this book, the parchment hungrily drinks your vitality. Your hit point maximum is permanently reduced by an amount equal to the level of the spell cast. This reduction cannot be removed by any means short of a Wish spell, or until your attunement to the book is severed, at which point your hit point maximum returns to normal after a long rest.

Jealous Lorekeeper.

The book is intensely jealous of its monopoly over your mind. It tolerates no other sources of knowledge. If you attempt to read or study any other book, scroll, tome, or written guide, the Book of Cania violently snaps shut or bites you, dealing 2d6 cold damage. It then attempts to instantly freeze and destroy the competing source of information, turning it into brittle ice that shatters into dust.

Destroying the Book.

As an artifact, the Book of Cania is nearly indestructible. It can only be destroyed if it is submerged in the roaring flames of Phlegethos (the fourth layer of the Nine Hells) for a century, or if a creature willingly uses its last remaining hit point maximum to cast a 9th-level forbidden spell from its pages, causing both the caster and the book to shatter into cosmic ice.


r/DnDHomebrew • • 20h ago

5.5e The Magus for D&D 5.5 by the Hedge Group - 7.0 - Big Update

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6 Upvotes

 

Hello! Magus is a martial/spellcaster hybrid class from Pathfinder and this is the adaptation for D&D 2024 of it using the half-caster chasis. It is the Arcane version of Paladin and Ranger, an Intelligence-based arcane half-caster built around combining martial combat and magic into a single fighting style, something other classes try to tap with subclasses but quite don't get there.

We know a version of the Magus was recently released in DDB, but this is completely unrelated to it, this is our take on the class arcane half-caster type.

We’ve been working on our own version of the Magus for about a year now. Version 7.0 is a big update and continues refining the class, with an emphasis on a more cohesive identity, balance between PHB classes, streamlined mechanics, and meaningful interactions between its core features without making a overpowered or “main character syndrome” class

The goal isn't to make another Fighter with a few spells or a Wizard who happens to use a sword. We want the Magus to feel like a true magical warrior: someone who can weave spells into weapon attacks, unleash magic directly on the battlefield, and adapt their fighting style through a combination of martial skill and arcane power.

The Magus is a d10 half-caster with martial weapon proficiency, Weapon Mastery, a spellbook, prepared spellcasting, Extra Attack, and four distinct subclasses.

Its defining mechanics are:

Spellstrike. Channel magic through a weapon attack to deliver a devastating magical strike. This is the Magus's signature burst-damage tool, letting you bring your spellcasting and martial prowess together in one attack.

Spell Combat and Arcane Flow. Starting at level 5, the Magus can replace an attack with a Magus cantrip. Arcane Flow also lets you use Strength or Dexterity for your spell attack rolls and removes the usual disadvantage on ranged spell attack rolls caused by hostile creatures within 5 feet. You can move between weapon attacks and magic without having to choose one identity over the other.

Aetherbrand. Imbue your weapon with elemental magic, enhancing your attacks with additional damage. Your subclasses can shape this magic into different forms, giving the same core mechanic distinct offensive, defensive, stealth-oriented, or companion-focused applications.

Arcane Surge. A shared resource that fuels several of the Magus's signature abilities. Instead of giving every mechanic its own separate pool of points, the class asks you to decide when a defensive reaction, a burst of elemental damage, or a more specialized technique is worth the cost.

Arcane Cascade. Spend Arcane Surge to channel elemental energy into your attacks, adding magical damage and eventually extending your reach. It rewards you for staying in the fight and actively using your magic.

Each subclass develops a different interpretation of the Magus. Like Ranger, subclasses are big on how the build playstyle will be like.

 Spellblade

The Spellblade embodies the class's central idea: martial precision and arcane mastery working together.

This is the straightforward choice for players who want to alternate between weapon attacks and spells, enhance their strikes with magical force, and turn successful attacks into opportunities for further offense.

Playstyle: versatile offense, direct damage, and seamless weapon-and-spell combat.

Shadowreaver

The Shadowreaver channels darkness and stealth into its fighting style. It excels at striking vulnerable targets, exploiting the opening moments of combat, and disappearing before enemies can retaliate.

Playstyle: stealth, ambushes, mobility, and high-impact strikes against vulnerable targets.

Arcane Warden

The Arcane Warden uses magic to protect allies and hold the front line. Its defensive techniques let it reduce incoming damage with Mystic Barrier, reinforce its protection with Arcane Aegis, and turn defensive magic against its attackers.

It is designed for players who want to be more than a durable frontline combatant: the Warden actively helps keep the rest of the party standing.

Playstyle: damage mitigation, magical defenses, ally protection, and counterattacks.

Elemental Keeper

The Elemental Keeper can summon an elemental companion, fighting alongside a spirit tied to the forces of nature.

Rather than treating the companion as a separate pet-themed gimmick, the subclass connects it to the Magus's elemental magic. Your companion and your own attacks work together, allowing the two of you to pressure enemies and reinforce one another in combat.

Playstyle: coordinated combat, elemental damage, companion tactics, and battlefield presence through two linked combatants.

We'd appreciate feedback from people willing to look at the actual mechanics, and the concept. In particular, we’re interested in whether the class successfully delivers on its central identity, whether the subclasses feel distinct, and whether the action economy and resource management work well in actual play.

If you give it a look, let me know what you think, especially if you spot a feature that feels too strong, too weak, unnecessarily complicated, or simply doesn't work as well in practice as it sounds on paper.

Thanks for reading!

You can find the pdf file for free here: https://site.dmsguild.com/product/546942/Magus--DD-55-Core-Class-by-The-Hedge-Group?affiliate_id=4931720


r/DnDHomebrew • • 14h ago

Request/Discussion Homebrew spells

2 Upvotes

Hey so me and my friend group is doing a dnd campaign that uses music and magic, the magic that I use effects the body, now I used to work in the medical field so of course I have some spells that could make someone constipated, I could make the have a stroke. Is there any dumb/great spells anybody has came up with to help me be the problem player I want to be. (Funny lil side note I don’t use Reddit a lot so I had sent this in another spell community and was told it was for like real life witches anyways hope I can get some crazy spells)


r/DnDHomebrew • • 20h ago

5.5e I wanna share my first class: The Adjudicator

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4 Upvotes

Basically the title, any and all inputs are well appreciated.

The class started because i wanted to play with dual handguns, so a class that revolved around them seemed interesting.

I made an effort to give enough choices throught the class signature mechanic so each turn wasnt just shooting every turn, also that the action economy were varied enough that actions, bonus actions, and reactions all had competing reason to use different techniques while attemping to not overpower or overload the class, im very happy with how it ended.

IF im right, even if two characters choose the same subclass, they should play different enough (as different people should make different choices) while keeping the identity of the subclass recognizable.

Designing the Gun Techniques was a lot of fun and you are free to add any to your own playthroughs, but remember, overpowered is boring.

I also liked that there are some synergies that can be exploited, they are intentional.

Please share your thoughts!

Details:

  • Yeah, the class should only ever use the dual handguns, thats why the Sacred Integration feature exists, so they arent left irrelevant if the player finds a +3 lucky blade.
  • The normal attack IS with twin volley, its balanced around that, if for some reason someone decides to shoot just one gun, you deal half damage.
  • At most at level 20 a character will learn 6 gun techniques of the available 14, slightly lower than half.
  • The compatible feats are listed, ive chosen them based on compatibility.
  • The guns damage scale with level, it only has one damaging technique so this way its keeps itself competitive. Funnily enough, the last scaling is the damage of a normal firearm per firearm. But there are easy ways to inflict bonus damage so its not bad.
  • I cant draw so i didnt even try, the apparience of the class and the weapons has been intentionally left open to interpretation.

The class identity circles around its versatility, it has many options to be relevant and gain control of the battlefield, use the tools given to you supporting your allies throught crowd control, damage mitigation, redirection, and healing OR maybe just deal more damage with an advantege +2 attack roll reduced critical ceiling to 19 double critical damage better damage roll selected and simply explode your enemies, smile :)


r/DnDHomebrew • • 1d ago

Request/Discussion Favorite supports apps/tools/websites?

6 Upvotes

Hi everyone! I am finally starting up my campaign after 10 years of just talking about it!

What are your favorite dm tools? Things like companion apps, websites, etc.

Off the top of my head, I'm especially interested in things that help with recording world lore, generators(loot, names, maps, encounters), and good places to get art.

Please feel free to also suggest your favorites that don't fall in to any of these!

Worth noting: I like to play with maps and figs, so I know there are a ton of cool platforms to play the game itself online, but I'm less interested in those


r/DnDHomebrew • • 13h ago

Request/Discussion Magic Items with Class features

0 Upvotes

I'm working on homebrewing magic items and a few of the things I've read have mentioned not including class abilities in what the item allows. Now I'm aware enough to know not to include large things like the entirety of barbarian rage. My question is more minor things such as once per long rest actions surge or something limited reckless attacks? i know all in all it'll depend on the game but overall what are your thoughts?


r/DnDHomebrew • • 16h ago

Resource Behold, the meme itself.

2 Upvotes

nonmagic missile

spell type: cantrip(use highest score as spellcasting modifier)

materials: m(anything, though wepons are perfered)

class spell lists: all(including the ones that can't use magic)

desc: you throw the material component for max damage (non-thrown). If you get a crit, then damage is, go figure, doubled.


r/DnDHomebrew • • 22h ago

5.5e Mustela (Ferret Folk) Species for 5.5e

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4 Upvotes

Wanted to make a ferret themed player species for 5.5e DND in remembrance of my three little guys. Felt very inspired after seeing the recent collection of ferret art that wizard of the coast has been putting out. This is a first draft and open to what ever critiques you guys have.

All art used is from official content from WoTC and is used under their fan content policy.


r/DnDHomebrew • • 1d ago

5.5e Tome of the Undying - Overcome death, command its armies, live forever. A collection of subclass and species options for Halloween festivities [5e 2024 - an update!]

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6 Upvotes

r/DnDHomebrew • • 15h ago

5e Looking for feedback, 5e Infernal Heritage Sorcerer v1.0

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0 Upvotes

Hey guys! I've been working on this homebrew 5e Sorcerer subclass (& a few custom spells). I'd love your feedback. Check it out.

**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/a90IqosXrcRM)**


r/DnDHomebrew • • 1d ago

5.5e Chronoshifter - Artificer Subclass

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125 Upvotes

I'd appreciate any feedback, especially regarding balance, wording, and whether the features feel appropriate for their respective levels, I'm open to criticism and suggestions.

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


r/DnDHomebrew • • 1d ago

5.5e The Reaper Ranger - Befriend lost spirits, control possession, become a force of death, neither good nor evil.

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4 Upvotes

r/DnDHomebrew • • 21h ago

5.5e Camp Hack and Slash: My Homebrewed D&D Domain of Dread

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2 Upvotes

My D&D Domain of Dread based on the slasher horror comedy genre


r/DnDHomebrew • • 1d ago

Request/Discussion Do you think bone wizard monk or the 5.5e monk is better?

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71 Upvotes

I’ve seen some people say the bone wizard monk is better but a good amount of things are similar between the two. Which do you think is the better monk?


r/DnDHomebrew • • 1d ago

5e Feed Your Players to These: SHARKS

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26 Upvotes

r/DnDHomebrew • • 1d ago

5e Spells From a Witch's Grimoire: creepier, spookier, more terrifying spells and curses to haunt your player's nightmares.

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6 Upvotes

r/DnDHomebrew • • 1d ago

5.5e Updated HB for 5.5e Artificer and Magus

2 Upvotes

Spells - Homebrew - D&D Beyond

Hi, everyone! Just wanted to quickly announce that I've updated all 99 of my published Homebrew spells to include the 5.5e Artificer and Magus classes.

I also updated some spells to work more smoothly or to follow 5.5e syntax better.

If you pick up any of my spells and enjoy them, please let me know!

Here are some samples of my most popular spells