r/DnDHomebrew • u/AdramastesGM • 13h ago
r/DnDHomebrew • u/LeChristpy • 7h ago
5.5e Wrestler - Fighter Subclass
Another one from my homebrew world, Wrestlers are fighters that excel in close quarters combat and putting up a show. Enjoy! :D
r/DnDHomebrew • u/DiceNoWork • 10h ago
5e Veins of Death - An Adventure Module for 5e and 5.5e
All uncited art is OC.
Something a little older from our catalogue - You can get this as a PDF for free on our website: www.dicenowork.com
r/DnDHomebrew • u/Nitelyfe81 • 6h ago
5e The Stained Alembic
Hello everyone!
I'm hoping this will be the first of many contributions to this community.
Today I'm sharing Vault Entry 001: The Stained Alembic, a ready-to-use alchemist's shop featuring its proprietor, Cyra Obsidian, and her signature potion, Cyra's Failsafe.
The three-page supplement includes the shop's description, NPC background, original potion mechanics, commissioned artwork, and some suggestions for incorporating the location into your campaign.
I'm planning to share Vault Entry 002 next week, with more entries to follow.
I'd genuinely appreciate feedback, particularly on the potion's balance, the usefulness of the shop as a campaign location, and the overall presentation.
Thanks for taking a look!
r/DnDHomebrew • u/Paynixs • 12m ago
Request/Discussion Can i have some help with this idea
So I am almost done with the book series Victor of Tuscon, and I like how the author wrote the character he starts out as a human but becomes a Titan though a bloodline so I wanna make that playable Race. Hes pretty much a barbarian, but his abilities are called titanic rage then it later evolves into different abilities. I wanna keep as close to possible to normal rage without breaking the ability so it isn't to over powered. I do want to add in a full heal for the ability and regen over time, like a +5hp for every one of my turns make it last for 3 mins. For a disadvantage make a wisdom check to make sure that I dont go completely enraged. Then I want to have a passive aura buff for my party called titanic inspiration that will later evolve into Inspiration of the Quinametzin.
What i can see Titanic inspiration doing is just helping with skill checks for the first version of it. Then the upgraded version adding in saving throws. If anyone likes the idea and is willing to help thank you for reading
r/DnDHomebrew • u/jonnymhd • 16h ago
5.5e The Blood Moon Beast (CR 5) – A Soul-Eating Horror from My Folk-Horror One-Shot, Perfect for Halloween
The Blood Moon Beast is an ancient supernatural predator that feeds not only on flesh, but on the souls of its victims. It remembers those it has consumed, steals their voices, and uses them to lure, deceive, and terrify the living.
This CR 5 version, known as the Fettered Blood Moon Beast, is still partially restrained by an ancient binding. Even in its weakened state, it is a dangerous opponent, capable of tracking wounded creatures, unleashing a terrifying howl, and using legendary actions to relentlessly pursue its prey.
The creature comes from my new 75-page folk-horror one-shot adventure, The Red Tithe, designed for 5E (2014) and 5.5E (2024).
The adventure features three different level tiers:
- Tier I: Levels 3-4 (CR 5 Blood Moon Beast)
- Tier II: Levels 10-11 (CR 13 Blood Moon Beast)
- Tier III: Levels 17-20 (CR 23 Blood Moon Beast)
Each tier features a different manifestation of the Beast, along with appropriately scaled encounters involving the Beastmen, villagers transformed into monstrous servants of the creature.
In The Red Tithe, the adventurers investigate the disappearance of an isolated village where generations of ritual sacrifices were believed to keep an ancient horror imprisoned. The adventure combines investigation, exploration, roleplaying, moral dilemmas, and challenging combat, and is designed for 3-6 characters and approximately 4-6 hours of play.
The 75-page manual also includes 6 custom monster stat blocks, 3 battle maps with 8 total versions, and 4 tokens for tabletop or VTT play.
If you're looking for something dark and unsettling to run this Halloween, I hope you find the Beast and its adventure useful!
You can find the complete adventure on DriveThruRPG!
My Kickstarter for 300+ Mythological Items for 5E and 2024 is also live now! The campaign includes a physical hardcover, as well as printed editions of my previous manuals.
You can find more of my creatures, magic items, and manuals on DriveThruRPG, my Linktree, or over at r/JonnyDM!
r/DnDHomebrew • u/Ok-Arachnid-890 • 2h ago
5.5e Dragons Dogma 2 Inspired Subclasses - feedback please
Fighter Subclass: Mystic Spearhand
Level 3: Duospear Mastery & Kinetic Pool
Duospear Mastery: You can use Dexterity instead of Strength for attack and damage rolls with Glaives, Halberds, and Spears. Glaives and Halberds lose the Heavy property for you.
Kinetic Pool: You gain a pool of Kinetic Dice equal to twice your Proficiency Bonus (d6s, becoming d8s at 10th level, d10s at 18th level). You regain all expended dice on a short or long rest.
Level 3: Redoubted Bolt & Kinetic Barrier
Redoubted Bolt: When you take the Attack action, you can replace one attack to fire a force bolt at a target within 30 ft. The target takes Force damage equal to 1 Kinetic Die + Dexterity modifier and must succeed on a Strength saving throw (DC = 8 + PB + Dex mod) or have its speed reduced to 0 until the start of your next turn.
Mirour Surge: Whenever you activate Second Wind, you immediately regain 1 expended Kinetic Die. In addition, you and all friendly creatures within 10 feet gain Temporary Hit Points equal to 1 Kinetic Die roll + Fighter level that last until your next turn. Affected targets cannot be knocked Prone or moved against their will while these Temporary Hit Points remain.
Level 7: Dragoun's Foin
Whenever you make a weapon attack as part of the Attack action, you can spend 1 Kinetic Die to teleport up to half your movement speed toward a hostile creature before making the attack.
If your Redoubted Bolt hits a target up to 30 feet away, you can spend 1 Kinetic Die as part of that same action to teleport adjacent to that target and make a free melee weapon attack.
If a Dragoun's Foin attack lands, you can immediately spend another Kinetic Die to teleport up to half your speed toward a different target to attack again. You can repeat this sequence as long as you have attacks remaining in your action and Kinetic Dice to spend.
Level 10: Telekinetic Forefending
Single Target: Spend 2 Kinetic Dice as an Action to cast Telekinesis without components (DC = 8 + PB + Dex mod).
Throwing objects: Spend 2 Kinetic Dice as an Action to lift loose objects within 30 ft and hurl them at a target up to 60 ft away. Enemies make a Dex save or take Force damage equal to 2 Kinetic Dice + Dexterity modifier (half on success).
Level 18: Master of the Duospear
At the start of your turn, you automatically regain 1 Kinetic Die.
Once per turn, when you score a critical hit with a weapon or reduce a hostile creature to 0 HP, you regain 2 additional Kinetic Die.
Whenever you spend a Kinetic Die, your melee reach increases by 5 feet until the end of your turn.
Warlock Subclass: The Trickster
Level 3: Patron Spells & Censer Focus
- Trickster Spells: Added to your Warlock spell list:
- 1st: Command, Fog Cloud
- 2nd: Mirror Image, Phantasmal Force
- 3rd: Hypnotic Pattern, Stinking Cloud
- 4th: Confusion, Phantasmal Killer
- 5th: Mislead, Seeming
- Smoke Censer: You can use a censer, incense burner, or flail as your spellcasting focus. While holding it, you know the Minor Illusion cantrip, and you can cast it as a Bonus Action.
Level 3: Effigy of Smoke (Simulacrum Decoy)
- As a Bonus Action, spend 1 Pact Spell Slot or 1 use of your Effigy Pool (uses equal to your Proficiency Bonus per Long Rest) to conjure a Medium, smoke-formed Simulacrum Decoy in an unoccupied space within 30 feet.
- Decoy Stats: Lasts 1 minute or until destroyed. AC = your Warlock Spell Save DC. Hit Points = 2 × your Warlock level + your Charisma modifier.
- Taunting Smoke: When an enemy within 30 feet of the Decoy makes an attack roll or targets a single creature with a spell, it must make a Wisdom saving throw against your Warlock Spell DC or be forced to target the Decoy instead.
- Suffocating Burst: When the Decoy is reduced to 0 HP or expires, it explodes in a 10-foot radius cloud of heavy smoke. Enemies in the area must succeed on a Constitution saving throw against your Warlock DC or be Blinded until the start of your next turn.
Level 6: Illusive Floor & Binding Shroud
- Illusive Floor: As a Bonus Action, project a 15-foot square illusion of solid ground over a gap, pit, or hazard within 60 feet. Enemies who fail a Wisdom (Investigation) check against your spell DC treat it as solid ground and fall through upon stepping on it.
- Censer Tether: When an enemy attacks your Effigy of Smoke, you can use your Reaction to pull that attacker up to 15 feet directly toward the Decoy.
Level 10: Aromatic Resurgence
- As a Bonus Action, swing your censer to emit invigorating incense in a 30-foot radius.
- You and friendly creatures in the area gain Temporary Hit Points equal to your Warlock level and gain **Advantage on saving throws against the Frightened and Charmed conditions for 1 minute.
- You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Level 14: Dragon's Delusion
- As an Action, manifest a terrifying, gargantuan smoke dragon over the battlefield.
- All hostile creatures within 60 feet must make a Wisdom saving throw against your Warlock spell DC.
- On a Failure: The target takes 4d10 Psychic damage, is knocked Prone, and becomes Frightened of you and your Decoy for 1 minute (a target repeats the save at the end of each of its turns, ending the effect on a success). While Frightened in this way, the target's speed is reduced to 0 as it cowers in terror.
- You can use this feature once per Long Rest, or reset it immediately by expending 2 Pact Spell Slots.
Ranger: Magick Archer Conclave
Level 3: Magick Archer Spells & Magick Bow
Conclave Spells: 3rd: Guiding Bolt | 5th: Scorching Ray | 9th: Revivify | 13th: Fire Shield | 17th: Mass Cure Wounds
Magick Bow: You can use any Ranged Weapon as a spellcasting focus. Ranged attacks can deal Fire, Cold, Lightning, or Radiant damage instead of physical damage.
Riveting Lock: Ranged weapon attacks against targets marked by your *Hunter’s Mark* ignore Half and Three-Quarters Cover, as well as range penalties.
Level 3: Seeker Array & Remedy Bolt
- Seeker Array: Once per turn when hitting a target marked by Hunter’s Mark, expend 1 spell slot to fire a specialized array:
- Ricochet Arrow (Force): Deals extra Force damage equal to 2d6 for a 1st-level slot + 1d6 per slot level above 1st. Split damage evenly between target and up to two secondary targets within 15 ft.
- Tracker Arrow (Radiant): Deals extra Radiant damage equal to 1d8 for a 1st-level slot + 1d8 per slot level above 1st. Allies gain a bonus on attack rolls against the target equal to your Wis mod until your next turn.
- Glintbolt (Lightning): Deals extra Lightning damage equal to 2d6 for a 1st-level slot + 1d6 per slot level above 1st. Target loses Reactions until its next turn.
- Remedy Bolt: Replace one attack to shoot a ally within 60 ft, restoring 1d8 + Wisdom modifier HP (Wis mod uses per Long Rest, or expend 1st-level spell slot).
Level 7: Ward Arrow & Bounce Arc
- Ward Arrow:*Reaction when an ally within 60 ft takes damage to Grant them 1d10 + Ranger level Temp HP before damage applies.
- Bounce Arc: Once per turn, hitting a marked target ricochets force to a second target within 20 ft, dealing Wisdom modifier + Hunter's Mark die Force damage.
Level 11: Elemental Infusions
When hitting a target marked by Hunter’s Mark may change damage to 1 of 3 options below
- Frosthunter (Ice): Target Con save vs spell DC or Speed reduced to 0 until your next turn.
- Flamefang (Fire): Target and creatures within 5 ft take Fire damage equal to your Wisdom modifier.
- Sparkchain (Lightning): Gain Advantage on your next attack roll against a different target within 30 ft before end of turn.
Level 15: Martyr's Bolt
Action: Choose a point within 90 feet. A 20-foot-radius sphere erupts in radiant fire.
- Enemies in zone: Dexterity save vs spell DC to Takes 8d10 Radiant damage (half on success).
- Allies in zone (or within 30 ft of center): Regain 3d8 + Wisdom modifier Hit Points.
- Sacrificial Cost: You take Force damage equal to 50% of your Maximum HP (cannot be reduced or mitigated; does not drop below 0 HP unless already below half health). - Once used, regains on a Long Rest.
Paladin: Oath of the Warfarer
Level 3: Tenets of the Warfarer & Oath Spells
Tenets: Fluidity, Resourcefulness, Mastery.
Oath Spells: 3rd: Shield, Zealous Strike | 5th: Enlarge/Reduce, Misty Step | 9th: Elemental Weapon, Haste | 13th: Freedom of Movement, Staggering Smite | 17th: Holy Aura, Steel Wind Strike
Level 3: Fluid Calling & Quick Rearm
Fluid Calling: Choose Strength, Dexterity, or Charisma as your Warfarer Focus. Use this chosen stat for attack/damage rolls with any weapon or spell attack made while benefiting from a Warfarer Stance.
Quick Rearm: Draw or stow up to two weapons/focuses per turn for free. Casting any Smite spell allows an instant gear swap as part of the same Bonus Action.
Expanded Masteries: Learn 2 additional Weapon Masteries
Level 3: Warfarer Stances When making an attack or casting a spell, enter the corresponding stance:
- Vanguard (Heavy 2H Weapons): Gain Temp HP = Charisma modifier (min 1) when hitting an attack.
- Guardian (1H Weapon + Shield): Gain +1 bonus to AC until start of your next turn.
- Skirmisher (Dual/Finesse Weapons): Movement speed +10 ft; attacks do not provoke opportunity attacks from the attacked target.
- Marksman (Ranged Weapons): Can trigger *Divine Smite* (and Smite spells) on ranged weapon attacks.
- Mystic (Focus / Wand / Staff): Replace an attack with a ranged spell attack using a cantrip (or 1d8 Force bolt). Can trigger Divine Smite on this spell attack.
Level 3: Channel Divinity
Rearm Surge Bonus Action to Gain benefits of two Stances simultaneously for 1 minute. Casting a Smite or Lay on Hands restores 1d6 + Charisma modifier HP** to you.
Level 7: Dynamic Stance Aura
Aura (10-ft radius; 30-ft at level 18) grants benefits based on your active Stance:
- Vanguard: Allies add Cha mod to Strength saves/checks.
- Guardian: Allies gain Half Cover (+2 AC, +2 Dex saves) within 5 ft of you.
- Skirmisher: Allies gain +10 ft movement speed.
- Marksman: Allies ignore Disadvantage on ranged attacks within 5 ft of enemies.
- Mystic: Allies add Cha mod to saving throws against spell effects and magic damage.
Level 15: Rearm Combo & Empowered Smites
Tactical Flow: Once per turn, making an attack/spell in one Stance and following up with gear from a different Stance grants Advantage on the second roll and deals extra 1d8 + Charisma modifier Force damage.
Smite Resonance: Triggering Tactical Flow on a Smite attack forces a Strength save or knocks target Prone.
Level 20: Master of All Forms
Bonus Action for 1 minute:
- Gain benefits of all 5 Stances simultaneously.
- Apply *Tactical Flow* extra Force damage on every stance-switch attack/spell (no turn limit).
- Regain 1 spent 1st/2nd-level spell slot once per turn after casting a 1st/2nd-level spell or *Smite*.
r/DnDHomebrew • u/comics0026 • 10h ago
5e 143P - Mosslax by ForesterDesigns
My Pokémon-inspired Weapons and Items of the Day, with a Mosslax cloak to get the most out of mossy flavors!
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!
143P - Mossloax
Wondrous (Cloak, Cursed) – Rare (1430 gp, requires attunement)
This broad, heavy, green cloak is covered in moss. The lining is beige, and the clasp is a pale blue flower.
While attuned to this cloak: while the cloak’s hood is up, you can attempt to hide as a moss covered rock, and have advantage on the roll if there is moss covered rocks to hide amongst, but disadvantage if you are in a non-moss including environment (like a city or the arctic); when you eat a meal (eating for at least 10 minutes) that is a different primary flavor from your last meal, you gain a +2 bonus to a specific modifier based on the primary flavor of the meal.
This lasts for 8 hours or until you eat another meal.
Bitter: A +2 bonus to Intelligence rolls.
Salty: A +2 bonus to Wisdom rolls.
Sour: A +2 bonus to Constitution rolls.
Spicy: A +2 bonus to Dexterity rolls.
Sweet: A +2 bonus to Charisma rolls.
Umami: A +2 bonus to Strength rolls.
Cursed. This cloak is cursed. While cursed, you have disadvantage on saves against effects to put you to sleep, your current hit points are treated as half rounded down for the Sleep spell and similar effects, and if you spend an hour in darkness, you must make a DC 15 Constitution save (at disadvantage and without the cloak’s bonus if it would apply) or you will fall asleep.
r/DnDHomebrew • u/ryxrald • 18h ago
5.5e Myriad Words: 敲锣打鼓 (qiāo luó dǎ gǔ) / With Great Fanfare | Pass Without Trace? How about Pass With Lots of Traces?
r/DnDHomebrew • u/aceJAVOS • 11h ago
5.5e Warcaller - New Martial Class
Hi everyone, this is a new class call Warcaller, a Constitution and Charisma martial class for 2024 D&D. It wears heavy armor and makes the people around it harder to kill. It isn't magic. It runs on discipline, a trained voice and a raised banner.
The core of the class:
- Rallying Aura: you and chosen allies in the aura get a bonus to Armor Class. The aura grows as you level.
- War Standard: plant a banner as a Bonus Action and the aura flows from it. If it falls, it's Broken and the aura shrinks until you recover it.
- Battle Cries: a list of short abilities you choose from as you level.
- Two subclasses: Drillmaster and Line Captain.
This is my first class ever. I want to start making more content for TTRPGs, so all feedback is good feedback.
PDF (free): https://main.wildbloom-studio.dev/classes/WarcallerPDF.pdf
r/DnDHomebrew • u/Mon_1357 • 11h ago
5.5e Circle of the Flaming Blade (Druid)
https://homebrewery.naturalcrit.com/share/LKKsz2pN5ejX
Idea was given to me by tumblr user @akwinem
This was my first piece of homebrew, so sorry if its not balanced
r/DnDHomebrew • u/20Eclipse03 • 18h ago
Other Edition Clockwork Compendium
I bring you another Creepypasta x D&D! with a Clockwork Compendium. I hope you guys enjoy this little compendium
The Subclass is for Monk 2014.
Background is for 2024.
But they should work in either editions. Homebrewery
r/DnDHomebrew • u/Present-Document-636 • 1d ago
5.5e Devil Hunter Ranger (2024/5.5e)
(An attempt to adapt one of my subclasses for D&D 5.5e)
r/DnDHomebrew • u/Wastleland_Cowboy • 15h ago
Request/Discussion Just a quick cry for help
I’m trying to run a campaign for my friends to get them more into dnd and they all want to play characters similar to themselves (no hate I did the same) but I am unsure if how I can merge bard and wiccan/witch features together for a teifling. Is anyone able to help or give me some pointers?
r/DnDHomebrew • u/Gerhartus • 22h ago
5e DnD Urn of Gluttony
Here idea for cursed item
Urn of Gluttony
Wondrous item, rare (requires attunement)
This wide, lidded clay urn is adorned with grotesque bas-reliefs of starved, gaunt faces and gaping, fanged maws. The urn always feels slightly warm to the touch, and if you listen closely, a faint, rhythmic chewing and crunching sound can be heard echoing from within.
The Bottomless Larder
The urn's interior is an extradimensional space, functioning similarly to a Bag of Holding, but it can only contain food, drink, and raw organic ingredients. It can hold up to 150 pounds of sustenance, while its exterior weight remains a constant 5 pounds. Any organic material placed inside the urn is preserved perfectly and suspended in time; it never spoils, rots, or loses its freshness.
Curse: The Insatiable Void
This urn is cursed, a fact revealed only when an Identify spell is cast on it or when a creature attunes to it. Attuning to the urn binds it to your soul. The more food that is stored within the urn, the heavier the curse weighs upon your mind and body:
1–50 lbs of food: You feel a constant, gnawing hunger. You must consume twice the normal amount of food each day to avoid the effects of starvation.
51–100 lbs of food: The hunger becomes ravenous. You have disadvantage on all Ability Checks that require focus or concentration (such as Investigation, Perception, or Initiative rolls) unless you are actively eating or chewing on food during the check.
101–150 lbs of food: Your mind falls into a desperate delusion. You perceive the urn as a bottomless feast that never empties, yet no matter how much you gorge yourself, you feel absolutely no satiety. At the end of each 24-hour period the urn remains filled to this capacity, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion as your body wastes away from psychological starvation.
Compulsion of the Feast
If the urn contains any amount of food and you witness a living creature die within 30 feet of you, the urn's unnatural hunger bleeds into your mind. You must immediately make a DC 15 Wisdom saving throw.
On a failed save, you are overcome by a manic compulsion. On your next turn, you must use your movement and Action to move to the freshly deceased corpse, harvest a piece of its flesh (using a hand or a light weapon), and place it into the urn. If you cannot reach the corpse on your turn, you must use all your movement to get as close to it as possible.
Removing the Curse. You cannot willingly break your attunement to the urn. A Remove Curse spell or similar magic allows you to end your attunement, but only if the urn is completely emptied of all food first.
r/DnDHomebrew • u/Status-Solution6804 • 22h ago
5e Character class
drive.google.comPlease try it out and let me know what you think. It is in play test.
r/DnDHomebrew • u/ReinKarnationisch • 1d ago
5.5e Buff to Whip - Property: Quick
I think whips are extremely flavorful weapons to use within dnd, but its so sad, that they just are horrificly bad, even with the whip master feat, which isn´t even official.
So I thought of giving it a small buff by introducing a new weapon property: quick
Quick: The first Opportunity Attack you make each round using a quick weapon doesn´t use your Reaction. You can´t make more than one Opportunity Attack per turn.
This really is not much and the whip is still going to be bad with this new property, but it just adds a little bit of versatility and now it might a be a decent choice to just carry a whip around to get that bit extra damage in, without spending your reaction, which you might need for other things.
So tell me, what do you think of this quick (pun intended) change to the whip?
r/DnDHomebrew • u/Josemi993 • 1d ago
5e Blade of the Astral Warden (Legendary, A*) | This sword made of screaming faces can cut through space itself
r/DnDHomebrew • u/KillTheRook • 1d ago
5e Compendium - Tome of Abnormal Findings & Sightings - Volume II, HE
A little bit belated, yet our part 3 of last year's EGOtober releases keep rushing on onto the HE Risk Level!
This time it bears the following Abnos:
- Warm-Hearted Woodsman! < Mmm constructs >
- Schadenfreude < Sadism. >
- Golden Apple < Sorcerer! >
- Doomsday Calendar < 9th level spell! >
- Price of Silence < 9th level spell. >
- Porccubus < Wizard! >
We hope you enjoy! If you enjoy our content, check out our: Discord or Patreon!
r/DnDHomebrew • u/DramaticPhotograph68 • 1d ago
5.5e Chronoshifter Revision - Artificer Subclass
Reposting this because I forgot to include the credits in my original post, which got taken down. Sorry about that!
I also wanted to say thank you to everyone who gave feedback on the original post. I really appreciate reception and all the suggestions! They've helped me rethink some features. Thanks for taking the time to check it out!
Link: https://homebrewery.naturalcrit.com/share/mviMEm_0t3fB
r/DnDHomebrew • u/That-Background8516 • 1d ago
5.5e Strength, Shadow, and Speed Feats
Here are some feats I've been thinking about for a little bit. I usually try to avoid uses per rest limits or once per long rest limits, but I'm not sure how well I've done here lol. I always try to ask, are these more optimal or likely to be taken than Spellfire Spark, Tough, or even Magic Initiate.
I'd appreciate any feedback you might have!
If you want to talk and discuss any ideas with me, you can find me on here Spaghetti0's server lol.
https://discord.gg/gcyjG2uBT
Edit: I’ll probably Nerf Swift Act to be worded as so, since the goal was for it to be super casual:
“As an Action, you can complete up to 5 minutes worth of nonmagical tasks in the span of a few seconds. Any tasks completed in this way must be Light Activity (such as carving a pumpkin, reading a chapter of a book, or setting a table for dinner), and must be confined to a 10 ft cube(you end in your original space). In addition, you cannot interact with creatures or objects that are being worn or carried by another creature.
Once you have used this benefit, you cannot do so again until you spend a minute doing nothing more than light activity for every minute worth of work completed.”