Image 1 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 2 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 3 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 4 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 5 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 6 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 7 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 8 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
Image 9 — The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.
▲ 15 r/Real_DnD+1 crossposts

The Watcher class. Spice up combat with extra reactions, and slow down time to mess with enemies.

This is a class i have been working on and i hope it is a good homebrew class.

I tried to make it as fun and balanced as possible (compared to a real full caster...)

So i gave it good in combat abilities and a bunch of out of combat spells this way you can focus on the complex temporal reactions in combat but still be useful to your party with powerful spells out of combat.

I got a little carried away by the bubble up feature, so just ignore it...

I find it to be fun to play but feedback on balance and so on is appreciated.

u/Anandoor — 11 days ago
▲ 60 r/dndnext

What should I do about this homebrewing player?

My friends and I are starting our second D&D campaign, in which we will take turns DMing while coming from our Bastion, so that the workload is spread out. I haven't DM'd yet because we haven't had our first session yet, and there's one player who homebrews a lot of stuff, which can be a bit unbalanced at times. I often suggest reflavouring things and using in-game rules, but... For example, there's a species with permanent flight at level 5 and heat vision (with no specific rules?!) with a range of 30 feet, as well as some other features. Another example is a system where a character can change classes on a long rest, but keeps an average of the proficiencies and hit points of both classes, so that when they just play one class, they have free buffs. I don't think it's meant to be overly powerful, but rather that the player doesn't understand that homebrew is there to make the character fit a certain idea better, rather than making good combos work better.

Also, some people just started D&D, so they didn't understand that a range change from 10 to 30 or a duration change from 1m to 10m is a big deal.

To be fair, I'm a min-maxer myself, but I don't use homebrew to create good builds, and I would never play an OP build in a real campaign because that's not fun. When some homebrew achieves better goals than those I worked for, where I had to weigh features against each other, that just does not feel fair.

I haven't been a DM yet, so I don't feel like I have the authority to say 'nope', and I also don't want to be rude, but what should I do?

Edit: Your advices worked

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u/Anandoor — 1 month ago

Is this Homebrewed Origin Feat OP?

So I looked at the Origin Feats recently and found that none of them would fit my character, or that they are boring. SO i made this new one, it represents his past as a Traveler through nature.

Elemental Harmony
You have formed a natural bond with the primal elements, granting you the following benefits: You have resistance to natural enviromental extreme heat and extreme cold.
Non Magical Water doesn't cling to you or your equipment, preventing you from becoming wet.
You have advantage on ability checks and saving throws made to avoid or escape elemental environmental hazards.
You have sure footing on natural elemental surfaces, including earth, stone, sand, snow, ice, and water.
You can't slip or stumble because of those surfaces.

I hope its balanced, but feedback always helps. If you have improvement ideas it would be nice to hear them

Edit: Sure footing means advantage on savingthrows against being knocked prone.
Be sure not to overread the word "ENviromental"
The wording is not very specificy yet, but thanks to all the coments pointing it out so i can fix it :)

I think this new wording might be better:
Elemental Harmony
You have formed a natural bond with the primal elements, granting you the following benefits, which as a referencial example apply to some Enviromental Effects listed in the DMG p68:

You automaticaly suceed on saves trigered by Extrem Enviromental Heat or Cold.
You and your equipment dont get soaked when touched by water.
You have advantage on ability checks and saving throws made to avoid or escape elemental related environmental hazards.
While standing on elemental surfaces, including earth, stone, sand, snow, ice, and water, you have advantage on savingthrows made against being knocked prone.
can't slip or stumble because of those surfaces.

DM decides if unclear. And the DM is the Goat

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u/Anandoor — 1 month ago

Reimagined Elemental Attunement and Magic Item Feedback

The Warrior of the Elements Monk seemed like a avatar the last airbender charackter with lots of creativity and fun atfirst but then it was low key underwhelming, so i reimagined its elemental attunment:

At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy.

The energy lasts for 10 minutes or until you have the Incapacitated condition. It allows you to bend the elements to your will and for example manifest in the following options for your Unarmed Strikes while the feature is active:

Air: You manipulate air within a 30-feet Zylinder centered on you. Choose two points you can see within the sphere. The points must be no more than 15 feet apart. A Stream of wind forms between them. On hit you can let the attack deal thunder damage equal to you Unarmed Strikes with one dmg die lower (1d6 -> 1d4...). The first entity in the path must succeed on a Strength saving throw or be moved in a straight line to the line’s end point if possible.

Fire: As you control fire you can let it extend 15 feet outwards from ether you or its source. On hit the attack deals fire damage equall to you Unarmed Strikes. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Water: You manipulate Water within a 15-feet Zylinder centered on you. You can manipulate a volume of water no larger than a cube of 2 feet per side. The water can be moved up to 30 feet within the Zylinder. On hit the attach deals cold or Piercing/Slashing/Cold damage equal to you Unarmed Strikes. You can shape it into all geometric forms as long as total volume remains unchanged. You can Change its aggregate state. You can normal grapple with this.

Earth: You manipulate Earth within a 15-feet Zylinder centered on you. You can manipulate a volume of earth no larger than a cube of 2 feet per side. The earth can be moved up to 30 feet within the Zylinder. On hit the attach deals bludgeoning/piercing damage equall to you Unarmed Strikes. You can shift or reshape the material into simple geometric forms as long as total volume remains unchanged. You can normaly grapple with this.

Lightning: Lightning originates from your body and extends 5 feet outwards. On hit the attack lightning damage equall to you Unarmed Strikes ant the target can’t take reactions until the start of its next turn.
The utilty stuff you can do with your bending can be for example derived from the cantrips: Elementalism, Shape Water, Control Fire, Mold Earth, Gust, create bonfire, and produce flame. However the damage stays the one of your martial arts die.

And because ive allways felt like martials are cooked al high levels I Homebrewed a magic item to make this even more fun:

This Magic tattoo extends over the wearers whole body and symbolizes his mastery of the 4 elements, by wearing it you this gain following benefits:

It symbolizes your constant connection to the elemental forces and keeps your Elemental Attunement always active.

You gain focus point equal to your proficiency bonus and can augment and strengthen your elemental strikes by focusing on them:

However you can only strengthen an attack proficiency bonus times in each way.

For each focus point you expend the cube edge size of the volume you can bend increases by 6 feet or its attack and move range doubles.

With each **sice** increase you also gains following benefits, as it gets harder to resist the larger attacks: You gain a +1 to the attack roll, the saving throw DC increases by 1 and it it does extra damage. You can target 1 additional creature within "radius einfügen" feet of the first one doing the extra damage to it on a failed DEX save against the saving throw DC.
The extra damage: You can add 1 dmg die lower than your martial arts die to the damage . In the begining that would be for example 1d6+1d4.

With each **range** increase you it also gain following benefits, as the projectiles move at faster speeds: You gain a +1 to the attack roll, you do the extra damage.

Trying to graple/restrain sacrifices the highest dmg die of the roll and can only be done with water and earth.

Additionally, if you take damage from an attack or an effect requiring a saving throw, you can use your reaction to adopt a defensive stance until the start of your next turn. While in this stance, you can use Deflect Attacks against attacks and saving throw effects originating from the creature which triggered it. The damage types you can deflect, now also include the damage types associated with your Elemental Strikes.

I know that this is way batter than the normal element monk and maybe even op, but tell me that Wish, Simulacrum or even Hypnotic Pattern arent. And remember that this stuff scales with levels so its no so strong at first. So what are your thought on improving it, any op combos that need patching that i missed? And yes my DM miracously agreed that the max volume i could move should be the one of a house at lvl 17

reddit.com
u/Anandoor — 3 months ago

Reimagined Elemental Attunement and Magic Item Feedback

The Warrior of the Elements Monk seemed like a avatar the last airbender charackter with lots of creativity and fun atfirst but then it was low key underwhelming, so i reimagined its elemental attunment:

At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy.

The energy lasts for 10 minutes or until you have the Incapacitated condition. It allows you to bend the elements to your will and for example manifest in the following options for your Unarmed Strikes while the feature is active:

Air: You manipulate air within a 30-feet Zylinder centered on you. Choose two points you can see within the sphere. The points must be no more than 15 feet apart. A Stream of wind forms between them. On hit you can let the attack deal thunder damage equal to you Unarmed Strikes with one dmg die lower (1d6 -> 1d4...). The first entity in the path must succeed on a Strength saving throw or be moved in a straight line to the line’s end point if possible.

Fire: As you control fire you can let it extend 15 feet outwards from ether you or its source. On hit the attack deals fire damage equall to you Unarmed Strikes. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Water: You manipulate Water within a 15-feet Zylinder centered on you. You can manipulate a volume of water no larger than a cube of 2 feet per side. The water can be moved up to 30 feet within the Zylinder. On hit the attach deals cold or Piercing/Slashing/Cold damage equal to you Unarmed Strikes. You can shape it into all geometric forms as long as total volume remains unchanged. You can Change its aggregate state. You can normal grapple with this.

Earth: You manipulate Earth within a 15-feet Zylinder centered on you. You can manipulate a volume of earth no larger than a cube of 2 feet per side. The earth can be moved up to 30 feet within the Zylinder. On hit the attach deals bludgeoning/piercing damage equall to you Unarmed Strikes. You can shift or reshape the material into simple geometric forms as long as total volume remains unchanged. You can normaly grapple with this.

Lightning: Lightning originates from your body and extends 5 feet outwards. On hit the attack lightning damage equall to you Unarmed Strikes ant the target can’t take reactions until the start of its next turn.
The utilty stuff you can do with your bending can be for example derived from the cantrips: Elementalism, Shape Water, Control Fire, Mold Earth, Gust, create bonfire, and produce flame. However the damage stays the one of your martial arts die.

And because ive allways felt like martials are cooked al high levels I Homebrewed a magic item to make this even more fun:

This Magic tattoo extends over the wearers whole body and symbolizes his mastery of the 4 elements, by wearing it you this gain following benefits:

It symbolizes your constant connection to the elemental forces and keeps your Elemental Attunement always active.

You gain focus point equal to your proficiency bonus and can augment and strengthen your elemental strikes by focusing on them:

However you can only strengthen an attack proficiency bonus times in each way.

For each focus point you expend the cube edge size of the volume you can bend increases by 6 feet or its attack and move range doubles.

With each **sice** increase you also gains following benefits, as it gets harder to resist the larger attacks: You gain a +1 to the attack roll, the saving throw DC increases by 1 and it it does extra damage. You can target 1 additional creature within "radius einfügen" feet of the first one doing the extra damage to it on a failed DEX save against the saving throw DC.
The extra damage: You can add 1 dmg die lower than your martial arts die to the damage . In the begining that would be for example 1d6+1d4.

With each **range** increase you it also gain following benefits, as the projectiles move at faster speeds: You gain a +1 to the attack roll, you do the extra damage.

Trying to graple/restrain sacrifices the highest dmg die of the roll and can only be done with water and earth.

Additionally, if you take damage from an attack or an effect requiring a saving throw, you can use your reaction to adopt a defensive stance until the start of your next turn. While in this stance, you can use Deflect Attacks against attacks and saving throw effects originating from the creature which triggered it. The damage types you can deflect, now also include the damage types associated with your Elemental Strikes.

I know that this is way batter than the normal element monk and maybe even op, but tell me that Wish, Simulacrum or even Hypnotic Pattern arent. And remember that this stuff scales with levels so its no so strong at first. So what are your thought on improving it, any op combos that need patching that i missed? And yes my DM miracously agreed that the max volume i could move should be the one of a house at lvl 17

reddit.com
u/Anandoor — 3 months ago

Reimagined Elemental Attunement and Magic Item Feedback

The Warrior of the Elements Monk seemed like a avatar the last airbender charackter with lots of creativity and fun atfirst but then it was low key underwhelming, so i reimagined its elemental attunment:

At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy.

The energy lasts for 10 minutes or until you have the Incapacitated condition. It allows you to bend the elements to your will and for example manifest in the following options for your Unarmed Strikes while the feature is active:

Air: You manipulate air within a 30-feet Zylinder centered on you. Choose two points you can see within the sphere. The points must be no more than 15 feet apart. A Stream of wind forms between them. On hit you can let the attack deal thunder damage equal to you Unarmed Strikes with one dmg die lower (1d6 -> 1d4...). The first entity in the path must succeed on a Strength saving throw or be moved in a straight line to the line’s end point if possible.

Fire: As you control fire you can let it extend 15 feet outwards from ether you or its source. On hit the attack deals fire damage equall to you Unarmed Strikes. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Water: You manipulate Water within a 15-feet Zylinder centered on you. You can manipulate a volume of water no larger than a cube of 2 feet per side. The water can be moved up to 30 feet within the Zylinder. On hit the attach deals cold or Piercing/Slashing/Cold damage equal to you Unarmed Strikes. You can shape it into all geometric forms as long as total volume remains unchanged. You can Change its aggregate state. You can normal grapple with this.

Earth: You manipulate Earth within a 15-feet Zylinder centered on you. You can manipulate a volume of earth no larger than a cube of 2 feet per side. The earth can be moved up to 30 feet within the Zylinder. On hit the attach deals bludgeoning/piercing damage equall to you Unarmed Strikes. You can shift or reshape the material into simple geometric forms as long as total volume remains unchanged. You can normaly grapple with this.

Lightning: Lightning originates from your body and extends 5 feet outwards. On hit the attack lightning damage equall to you Unarmed Strikes ant the target can’t take reactions until the start of its next turn.
The utilty stuff you can do with your bending can be for example derived from the cantrips: Elementalism, Shape Water, Control Fire, Mold Earth, Gust, create bonfire, and produce flame. However the damage stays the one of your martial arts die.

And because ive allways felt like martials are cooked al high levels I Homebrewed a magic item to make this even more fun:

This Magic tattoo extends over the wearers whole body and symbolizes his mastery of the 4 elements, by wearing it you this gain following benefits:

It symbolizes your constant connection to the elemental forces and keeps your Elemental Attunement always active.

You gain focus point equal to your proficiency bonus and can augment and strengthen your elemental strikes by focusing on them:

However you can only strengthen an attack proficiency bonus times in each way.

For each focus point you expend the cube edge size of the volume you can bend increases by 6 feet or its attack and move range doubles.

With each **sice** increase you also gains following benefits, as it gets harder to resist the larger attacks: You gain a +1 to the attack roll, the saving throw DC increases by 1 and it it does extra damage. You can target 1 additional creature within "radius einfügen" feet of the first one doing the extra damage to it on a failed DEX save against the saving throw DC.
The extra damage: You can add 1 dmg die lower than your martial arts die to the damage . In the begining that would be for example 1d6+1d4.

With each **range** increase you it also gain following benefits, as the projectiles move at faster speeds: You gain a +1 to the attack roll, you do the extra damage.

Trying to graple/restrain sacrifices the highest dmg die of the roll and can only be done with water and earth.

Additionally, if you take damage from an attack or an effect requiring a saving throw, you can use your reaction to adopt a defensive stance until the start of your next turn. While in this stance, you can use Deflect Attacks against attacks and saving throw effects originating from the creature which triggered it. The damage types you can deflect, now also include the damage types associated with your Elemental Strikes.

I know that this is way batter than the normal element monk and maybe even op, but tell me that Wish, Simulacrum or even Hypnotic Pattern arent. And remember that this stuff scales with levels so its no so strong at first. So what are your thought on improving it, any op combos that need patching that i missed? And yes my DM miracously agreed that the max volume i could move should be the one of a house at lvl 17

reddit.com
u/Anandoor — 3 months ago
▲ 2 r/u_Anandoor+2 crossposts

Reimagined Elemental Attunement and Magic Item Feedback

The Warrior of the Elements Monk seemed like a avatar the last airbender charackter with lots of creativity and fun atfirst but then it was low key underwhelming, so i reimagined its elemental attunment:

At the start of your turn, you can spend 1 Focus Point to imbue yourself with elemental energy.

The energy lasts for 10 minutes or until you have the Incapacitated condition. It allows you to bend the elements to your will and for example manifest in the following options for your Unarmed Strikes while the feature is active:

Air: You manipulate air within a 30-feet Zylinder centered on you. Choose two points you can see within the sphere. The points must be no more than 15 feet apart. A Stream of wind forms between them. On hit you can let the attack deal thunder damage equal to you Unarmed Strikes with one dmg die lower (1d6 -> 1d4...). The first entity in the path must succeed on a Strength saving throw or be moved in a straight line to the line’s end point if possible.

Fire: As you control fire you can let it extend 15 feet outwards from ether you or its source. On hit the attack deals fire damage equall to you Unarmed Strikes. On a hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Water: You manipulate Water within a 15-feet Zylinder centered on you. You can manipulate a volume of water no larger than a cube of 2 feet per side. The water can be moved up to 30 feet within the Zylinder. On hit the attach deals cold or Piercing/Slashing/Cold damage equal to you Unarmed Strikes. You can shape it into all geometric forms as long as total volume remains unchanged. You can Change its aggregate state. You can normal grapple with this.

Earth: You manipulate Earth within a 15-feet Zylinder centered on you. You can manipulate a volume of earth no larger than a cube of 2 feet per side. The earth can be moved up to 30 feet within the Zylinder. On hit the attach deals bludgeoning/piercing damage equall to you Unarmed Strikes. You can shift or reshape the material into simple geometric forms as long as total volume remains unchanged. You can normaly grapple with this.

Lightning: Lightning originates from your body and extends 5 feet outwards. On hit the attack lightning damage equall to you Unarmed Strikes ant the target can’t take reactions until the start of its next turn.
The utilty stuff you can do with your bending can be for example derived from the cantrips: Elementalism, Shape Water, Control Fire, Mold Earth, Gust, create bonfire, and produce flame. However the damage stays the one of your martial arts die.

And because ive allways felt like martials are cooked al high levels I Homebrewed a magic item to make this even more fun:

This Magic tattoo extends over the wearers whole body and symbolizes his mastery of the 4 elements, by wearing it you this gain following benefits:

It symbolizes your constant connection to the elemental forces and keeps your Elemental Attunement always active.

You gain focus point equal to your proficiency bonus and can augment and strengthen your elemental strikes by focusing on them:

However you can only strengthen an attack proficiency bonus times in each way.

For each focus point you expend the cube edge size of the volume you can bend increases by 6 feet or its attack and move range doubles.

With each **sice** increase you also gains following benefits, as it gets harder to resist the larger attacks: You gain a +1 to the attack roll, the saving throw DC increases by 1 and it it does extra damage. You can target 1 additional creature within "radius einfügen" feet of the first one doing the extra damage to it on a failed DEX save against the saving throw DC.
The extra damage: You can add 1 dmg die lower than your martial arts die to the damage . In the begining that would be for example 1d6+1d4.

With each **range** increase you it also gain following benefits, as the projectiles move at faster speeds: You gain a +1 to the attack roll, you do the extra damage.

Trying to graple/restrain sacrifices the highest dmg die of the roll and can only be done with water and earth.

Additionally, if you take damage from an attack or an effect requiring a saving throw, you can use your reaction to adopt a defensive stance until the start of your next turn. While in this stance, you can use Deflect Attacks against attacks and saving throw effects originating from the creature which triggered it. The damage types you can deflect, now also include the damage types associated with your Elemental Strikes.

I know that this is way batter than the normal element monk and maybe even op, but tell me that Wish, Simulacrum or even Hypnotic Pattern arent. And remember that this stuff scales with levels so its no so strong at first. So what are your thought on improving it, any op combos that need patching that i missed? And yes my DM miracously agreed that the max volume i could move should be the one of a house at lvl 17

reddit.com
u/Anandoor — 3 months ago

Elements Monk/Ranger build

We are running a campaign rn and when I heard about the 4 elements Monk i obviously had to play it. So now I am a lvl2 Wood Elf Monk and plan to go 1 lvl into ranger at lvl4 because I am kind of a nature wandering guy. (and because hunters mark+monk ist nice)
We used point buy and this are his stats:
STR 10
DEX 16
CON 14
INT 8
WIS 17
CHA

My go to attack combo will be a nice Handaxe with Vex, then a unarmed fire strike with advantage, and then a Dagger with Nick. And if they fail the STR Savingthrow they get knocked up and fall prone+fall dmg, and all of this with Hunters Mark active.
As a feat I think I will take Cold Caster, to get better stunning strikes, so they auto-fail their STR save when stunned. After lvl11 i think i will also go 2 more levels in ranger Winter Walker.
What are your thoughts about it? Do you know any other good combos?

reddit.com
u/Anandoor — 3 months ago