Image 1 — The Elementalist, an Avatar-inspired DnD Class
Image 2 — The Elementalist, an Avatar-inspired DnD Class
Image 3 — The Elementalist, an Avatar-inspired DnD Class
Image 4 — The Elementalist, an Avatar-inspired DnD Class
Image 5 — The Elementalist, an Avatar-inspired DnD Class
Image 6 — The Elementalist, an Avatar-inspired DnD Class
Image 7 — The Elementalist, an Avatar-inspired DnD Class
Image 8 — The Elementalist, an Avatar-inspired DnD Class
Image 9 — The Elementalist, an Avatar-inspired DnD Class
Image 10 — The Elementalist, an Avatar-inspired DnD Class
Image 11 — The Elementalist, an Avatar-inspired DnD Class
Image 12 — The Elementalist, an Avatar-inspired DnD Class
Image 13 — The Elementalist, an Avatar-inspired DnD Class
Image 14 — The Elementalist, an Avatar-inspired DnD Class
Image 15 — The Elementalist, an Avatar-inspired DnD Class
Image 16 — The Elementalist, an Avatar-inspired DnD Class
Image 17 — The Elementalist, an Avatar-inspired DnD Class
Image 18 — The Elementalist, an Avatar-inspired DnD Class
Image 19 — The Elementalist, an Avatar-inspired DnD Class
▲ 13 r/HomebrewDnD+3 crossposts

The Elementalist, an Avatar-inspired DnD Class

Hey everybody! After more than a year of procrastinating, then writing, then procrastinating some more, I think the super super first alpha version of my Avatar DND class is ready to be posted as a whole.

This class is designed to give you as many possibilities as you could have as a bender, while not making you feel like you're a worse bender just because you can't, for example, control lightning: you don't need to be a bloodbender, or even learn basic phase changing, you could also just stick with plants and call it a day!

Now yes, the balancing may still be all over the place, but please be respectful when addressing those kinds of issues; I know they exist, and I'm happy for any constructive criticism.

Also, the "spells" section currently allows you to customize your bending techniques in a lot of ways, which can have a pretty significant impact on gameplay while still leaving lots of room for flavor, but it is still incomplete, so if you have an idea, feel free to let me know.

Here's the link to the full document, there's a 20 page limit so the element-specific techniques I've finished so far didn't make the cut.

Thanks in advance to anyone who takes the time to read this document. I hope this idea is as enjoyable to you as it is to me.

u/Chakusan_o4 — 11 hours ago

A good level 20 ability for Avatar-Style benders in DnD

Hi everyone! I've been working on an avatar themed DnD class for a while now, but i'm stuck on the level 20 ability for both the waterbender and the firebender.

2 things i have been thinking about using are:
- A dragon pet for the firebender
- Psychic bending for the waterbender

But i want to give players that use this class as much freedom as somehow possible, and granting psychic bending or a dragon seems a bit too restricting, so ive been looking for alternatives. The dragon, at least, will definitely stay, though I want to give players the option to choose between a dragon and a different level 20 feature.

For reference, the level 20 features of the earth and airbender are immortality and flight, respectively (with a couple of additional buffs, but its the theme that matters). Bloodbending, combustionbending, blue flames and dragonfire are all already included.

If any of you could offer your two cents on this, id appreciate it. Im especially calling out to any avatar fans that might read this and have an idea as to what could be the "ultimate technique" of water- and firebending.

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u/Chakusan_o4 — 1 day ago
▲ 0 r/3d6

If you could choose, which version of animate dead and create undead would you pick?

We're playing Tomb of Annihilation and two of our players are playing laserllama classes, one of them (me) a necromancer wizard.

As a result, the question about whether i should use the official 2014 rules for animate dead and create undead, or the ones from laserllama. Since were probably continuing this campaign after tomb of annihilation, the next question is the same about simulacrum, but im focusing on the zombie spells.

Which Version do you guys think i should take? For reference, here are the laserllama spells:

Animate Dead ALT

3rd-level Necromancy

  • Classes: Cleric, Wizard
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a corpse or pile of bones, consumed by the casting of the spell to create the Undead Thrall)
  • Duration: Instantaneous

You use dark magic to reanimate the bones or corpse of a creature of CR 3 or lower, transforming it into your Undead Thrall. Until destroyed, this Thrall uses the rules below:

Statistics. The Undead Thrall is a shambling corpse with no memory of any abilities it had in life. It uses the same stat block, but its creature type becomes Undead, it has hit points equal to 7 times the level of the spell slot you spent to create it, and it uses your Spellcasting ability for attack and damage rolls. If commanded to attack, it only makes a single attack, even if it could have made more attacks in life.

Thralls cannot benefit from short or long rests or regain hit points. They are immune to the Exhaustion condition, and do not require food, drink, air, or sleep. If it is destroyed, a Thrall cannot be raised as an Undead Thrall again.

Control. Undead Thralls follow your commands without quesion. If not given commands, a Thrall will not move and will only act to defend itself. In combat, all Undead Thralls share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Thralls created with this spell so long as they are all within 120 feet. You can issue an individual command to each where you determine exactly how it acts, or you set a general course of action for it ("defend this hall"). So long as it is under your control, Thralls will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While a Thrall is under your control, you cannot regain the spell slot you spent to create it. However, when you finish a long rest, you can end your control over a Thrall to regain the slot. If you do so, that Thrall is freed and is hostile to all living things, the spellcaster in particular.

At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, the CR of the creatures you can raise as Undead Thralls increases by 1 for each slot level above 3rd.

Create Undead

4th-level Necromancy

  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (the corpse of a creature slain within the last day, and blood from the spellcaster, both of which are consumed by the casting of this spell)
  • Duration: Instantaneous

This spell can only be cast at night. You spill your blood onto the corpse as part of a sinister ritual, reducing your maximum hit points by 2 and creating a Skeleton or Zombie under your control. Undead created by this spell use the rules below:

Control. Undead follow your commands without quesion. If not given a command, an Undead won't move and will only act to defend itself. In combat, any Undead you created share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Undead you created with within 120 feet. You can issue an individual command to each, determining exactly how it will act, or setting a general course of action ("defend this hall"). So long as they remain under your control, your Undead will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While an Undead is under your control, you cannot regain the maximum hit points you spent to create it. However, when you finish a long rest, you can release control over any Undead that you created to regain the maximum hit points you spent to create them. When freed, Undead become hostil to all living things, the spellcaster in particular.

At Higher Levels. You can cast this spell with a spell slot of a higher level, and expend additional maximum hit points (Max. HP) to create more powerful Undead, as shown here:

Slot Level Max. HP Undead
5th 3 Ghoul
6th 6 Ghast
7th 9 Mummy, Wight
8th 12 Flameskull
9th 15 Revenant,Vampire Spawn

Edit: Im asking this question both to find out what would be *better/stronger*, and to find out what would be more fun for both me, the other players and the dm

Edit 2: These are the important necromancer features from the laserllama class:

Siphon Vitality

3rd-level Necromancer Tradition feature
You use dark magic to draw power from death. Any time you kill a creature with a spell of 1st-level or higher, you regain hit points equal to twice its CR (minimum of 1), or three times if it was a Necromancy spell. Any hit points that would exceed your maximum hit points become temporary hit points. This feature does not affect Constructs or Undead.

You can also split the hit points you would regain between yourself and any Undead under
your control within 30 feet.

Empowered Thralls

6th-level Necromancer Tradition feature
You understand the dark magicks in ways few are willing to, granting you increased powers over Undead. Add the animate dead ^(ll) spell to your Spellbook, or another Necromancy spell from the Wizard spell list if animate dead is already in your Spellbook. You always have it prepared, but it does not count against the spells you prepare each day.

Any time you cast a spell that creates an Undead creature, it gains bonus hit points equal to your Wizard level. Moreover, when an Undead under your control kills a creature, you can use your reaction to gain the benefits of Siphon Vitality.

Dark Overlord

10th-level Necromancer Tradition feature
The sinister magic of death suffuses your body, shielding you from harm. You are Resistant to necrotic damage. Moreover, when you take damage, you can choose for an Undead under your control within 30 feet to take that damage instead. If it is reduced to 0 hit points, you take any remaining damage.

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u/Chakusan_o4 — 28 days ago
▲ 2 r/3d6

Will be playing ToA soon

We're a party of four:

- an aasimar paladin (subclass tbd)

- a moon druid (species tbd)

- a martial character (everything tbd, probably a barbarian or fighter tho. They might play the alternate laserllama homebrew class instead of the normal one)

- and me, a satyr necromancer wizard (laserllama alternate Wizard) (probably, I'm not entirely sure about my subclass yet.)

We get a free feat at level 1, and possibly a common Magic item too. We'll be chaining tomb of annihilation into vecna: eve of ruin, so level 1-20, but I'm focusing on the first 10 levels right now.

I wanna do everything to make my character survive at least until the tomb, so I've been thinking about grabbing resilient (con) at level 1, then war caster, then an intelligence half feat (maybe one of the laserllama ones too, as those are really awesome. I'm also fairly sure that at least one of us should get observant and dungeon delver.

What do you guys think, which feats should our characters take? And how do I make sure my wizard survives the jungle of chult?

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u/Chakusan_o4 — 1 month ago