
Building a D&D Learning App, Thoughts
I’m building a beginner friendly D&D learning app and would love some early feedback.
What is something you would want to see in an app like this, or expect it to help you learn?

I’m building a beginner friendly D&D learning app and would love some early feedback.
What is something you would want to see in an app like this, or expect it to help you learn?
A new Kamigawa card is ready!
I picked a simple spell to serve as a guide for the next ones.
Evermind now has the corrected text for Splice Onto Arcane.
I'd like to know which Kamigawa cards you think would be interesting to adapt.
I started working on it today, Im excited. I'm reworking classes, races, and even factions. Idk what else to say, Ive been playing D&D for about 2 years now, I've DM'd two games, and am working on my third in the near future, and love worldbuilding. I guess I posted this looking for advice, words of encouragement, Idk, I just am so excited rn. OK, thanks!
I feel like I've seen a few great weapon fighting style alternatives on the subreddit over the last day or so, so I figured I'd throw my own version in the ring as well.
Great Weapon Fighting (Fighting Style)
When you roll weapon damage on an attack you make with a melee weapon that you are wielding with two hands, the minimum amount of damage done is equal to the average damage that weapon does, rounded up. For example, a great axe has an average damage of 6.5; therefore, if you roll a 3 on the weapon damage roll, you would instead do 7 points of damage before any modifiers from ability scores, magical effects, and so on.
So what exactly does this mean mathematically? On average, this increases the damage of a greataxe by 1.75, which is pretty close to what dueling gives, but more importantly it stops the bad feeling of using a greataxe, and rolling a 1 or 2, something that the original fighting style was supposed to help with, except you could always roll that again.
This works for 5e, but it should be the same for 5.5e.
Great Weapon Fighting Style runs behind Dueling in it's damage adding only +0.8333 for a d12, +0.8 on a d10, and +1.3 on 2d6 vs Dueling's +2. '24 isn't better at +0.25 for a d12, +0.3 on a d10, and +1 on 2d6. Great weapons should have great damage.
> Great Weapon Fighting Style > When you are wielding a melee weapon that has the two-handed or versatile property in two hands your weapon attacks deal an extra 1d4 damage of the weapon's type.
Hello, this is my first time sharing a homebrew that I've created.
The idea behind this subclass is that your Barbarian was born with innate magic similar to a sorcerer, but this magic is chaotic and when you enter your Rage, it amplifies the magic within you. It crackles across your body and gives you a bit of resistance, though it's random each time you enter your Rage, and you can use your magic to imbue your weapons with an elemental strike.
Because the magic is innate, you also learn the Sorcerous Burst cantrip and can use it while your Rage is active, though it's the only spell you can cast while raging. You can channel your different elements into it, but if you cast the cantrip using the same element of which you have resistance, the spell gains a buff. Your magic is also growing more and more volatile until it reaches critical mass, allowing you to unleash a massive explosion of arcane energy.
Kaleshi is one of the main continents of my homebrew D&D 5e setting, Terrae.
Inspired by the Levant, Middle East, and Central Asia, Kaleshi is a continent of ancient empires, rising powers, colonial ambitions, endless raids, forgotten lore, and old trade routes crossing deserts and mountains.
Here is a brief overview of its major regions:
Empire of Bordomir: A rising power advised by an ancient black dragon disguised within the imperial court. Expansion, occult knowledge, and political manipulation fuel the empire’s ambitions across Kaleshi.
Albionese Colonies of Kaleshi: Trade colonies established by the Empire of Albion to secure commerce and influence in the East. Though profitable, these settlements are constantly threatened by revolts, political tensions, and foreign powers.
Argosian Colonies of Kaleshi: Territories conquered by Argos under the pretext of “protecting” local populations from Bordomir’s expansion. In reality, they are also strategic footholds in the continent’s growing power struggle.
Golden Steppes: Vast open lands connecting the continents of Hyperios and Jaelung, inhabited by ogre raiders, fortified human kingdoms, nomadic gnoll and orc warbands, and arcane cities standing alone in endless grasslands.
Mysterious Lands of Madishân: An ancient and fragmented land where many believe some of the oldest secrets of Terrae still sleep beneath dense forests, forgotten cities, sacred rivers, or mountain monasteries isolated above the clouds.
Kingdom of Namthar: One of the oldest human kingdoms in Terrae, known for its wealth and for once exploiting an ancient gold dragon to bring riches and prosperity to the region.
Which territory would you want to explore first?
Feedback and questions are more than welcome!
A healing potion with a bit of a twist. I’ve gotten feedback that people want exact numbers on how much is too much, but honestly I think the DM can be the judge of that.
In this supplement we explore a short procedure that allows the Players to take part in the story-building exercise that are TTRPG games. With these rules, the characters get a meta currency that they can spend to make some lore changes in the world. The changes are not automatic as the GM also responds by setting the odds of this change to be applied on the world. It allows Players to share the creative burden and allows for a back-and-forth dynamic with the GM.
You can download the two-page PDF for FREE Here.
I hope you like it :D
To change the world, one must first change themselves... And just like how things that can't bend are bound to break... those unwilling to adapt... will eventually fade away...
3rd-level college of change feature
3rd-level college of change feature Change is inevitable... whether you bend with it... or break denying it
6th-level college of change feature Nature has made us intolerant to change, so... let's change our nature.
14th-level college of change feature Out of Discord Comes the Fairest Harmony... Unless the Change is Rejected, Then Only Chaos Prevails
This is the feature I am struggling most to implement, I was thinking as part of it that the sigils no longer require a reaction to alter by bend or break, but other than that i got no idea what to do with it
What are your thoughts on it balance wise and concept wise?
“If you can’t die yourself, how in the hell you gonna kill somebody else?”
—Ruh Qalb, Sickening Thanatosphinx
When a lesser sphinx unveils a previously unknown secret of the cosmos, it undergoes an extraordinary transformation, ascending to a higher state of being in the form of a chronosphinx*. Better attuned to the flow of time than their peers, these sphinxes do not age in the conventional sense, and dedicate their endless lives to bettering their knowledge, growing wiser and more powerful in the process. Those that become consumed by arrogance and abandon their studies, however, are bound to ultimately forget the mystery they once uncovered, becoming a thanatosphinx in the process, a fate considered worse than death.
Cosmic Punishment. By losing its cosmic revelation, a chronosphinx forfeits its control over time. Temporal fields accelerate vertiginously around it, causing its flesh to rot and bones to crumble under the unrelenting passage of the ages. Then, as its soul is about to depart from its mortal coil, time rewinds itself, forcing it to relive the same excruciating process over and over again, never able to find peace in its demise.
Undying Seekers. Shunned by their peers, thanatosphinxes spend their undeath in exile, hiding away in the ruins of their former lairs. Many thanatosphinxes theorise that recovering their secret is the key to reclaiming their previous existence, and will go to great lengths to achieve this goal: working under liches, bargaining with necromancers, or even patronising warlocks whom they send in search of the lost knowledge. Those that accept their fate, on the other hand, grow bitter and spiteful, lashing out like caged animals at anything that comes too close.
*See Cradle of the Chronowyrm for more information on chronosphinxes!
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Hi everyone! I’ve been working on something like a druidic language for my druid character in our campaign. It’s still a work in progress, and I’m definitely going to keep developing it, but I thought I’d share it in case anyone else finds it interesting or wants to use it. I’m also attaching the Word file in comments.
So I'm playing in a 5e14 campaign at the moment and my character is an artificer/druid multiclass. She's currently artificer level 2 and her story is at a point where she's likely to be taking her third level and getting her subclass soon. But none of the established subclasses really fit her. I've considered before asking to use the Archivist UA, or maybe the Cartographer class from the 2024 version. But it also could be cool to do a homebrew option, and my DM seems potentially open to it. .
Her druid circle is the Circle of Stars, and her theme is very strongly associated with the stars and the night sky, so I think some kind of Astronomer would be fitting, and so I've been considering what kind of features a subclass like that could have. A lot of what I've been thinking about is centered around navigation, since historically, that's been one of the main uses of astronomy. So proficiency with navigator's tools seems natural, and maybe some kind of feature similar to Keen Mind, about always knowing which way North is, it being hard for them to get lost, so on. I don't think that'll necessarily provide a ton of actual gameplay utility though.
Another idea I had was a feature like the Divination Wizard's portent, but for knowledge rolls. So some kind of ability to study the stars and lock in a roll, that you can use later for a knowledge check if you fail. Not sure about the exact details, but that seems flavorful and useful as well.
I also thought it might be cool to be able to cast Bless as an artificer spell, as a mechanical representation of you and your allies being guided by the stars. This would also make sense for the character I'm playing, since she's very support-oriented.
I wanted to get some second opinions on the concept though. What are some actually useful features you would associate with a magic astronomer? The character probably won't go to level 20 or anything, and since she's a multiclass, the most important features to me are at level 3 and potentially at level 5, but I do still want the subclass to feel "real", in the sense of actually being something that could be printed, even if it's just gonna be a private thing for our home game.
I'm currently working on a magic item (a kind of weapon) and I want to know how to tell what rarity it should be.
Is there a way to tell without feedback from others, or would that be the only way
Good evening!
I'm a DM and am hosting a variety of characters. For one of them, I just can't seem to get down for a subclass. They are playing as a monk, and I have helped them create a race, but I cannot figure out how their subclass should go. They want something to do with electricity, as their race involves that. Their race is a dragonborn that is the descendent of an electric-eel dragon. So figuring out a fluid- yet electrifying monk subclass has been difficult. I've made many homebrew things before, but they have almost all been Races, as my friend is often the one to make classes and subclasses. I am looking for advice on how to properly make this subclass, without going to AI for answers.
One thing I was thinking was to utilize the slick nature of their race. As an (basically) eel descendent- they produce a natural, slime-like substance that allows them to slip through a space one size smaller than them, as well as making enemies have disadvantage on grapple checks. Are there ways I can use this in a subclass for monks. The player uses a quarterstaff as a weapon. We are currently using 2014 5e.
(Any feedback would be appreciated! Thanks for reading!)
Edit: I just finished a rough draft of the subclass, it is called 'Way of the Abyssal Spark'.
The deepest parts of the ocean, the abyssal zone, has become a part of you. You can feel the way that electricity flows through the air, allowing you to alter its flow. Whenever you grapple, or are grappled, you can spend 2 ki points to use a reaction that releases a wave of lightning into the other creature. The damage is equal to your martial die + Wis modifier, dealing either lightning or thunder damage (chosen on use). The creature must roll a constitution check- with a dc of 12, or else be paralyzed for one turn. At level 6 the DC changes to 14, level 11 DC 15, and at level 17, the DC becomes 18.
At 6th level, you gain the ability to slide through the battlefield. You gain the cantrip Electric Slide. You can produce a slime-like substance under you, and flow your lightning through it. This allows you to slide over any terrestrial or aquatic terrain for 15ft. This does not spark a reaction if you slide by an enemy. This counts as your attack action. At level 6 it’s 20ft, level 11 is 25ft, and level 17 is 30ft.
Using three ki points, you can launch a paralyzing wave of thunder around you, in a 10ft radius- if in water, the range is 15ft.. Any creature in that radius has to roll a constitution saving throw, DC 15, or take 2d6 thunder damage, and be paralyzed for two turns. On a success, the creature takes half damage and is not paralyzed. At level 17, the DC becomes 18 and does 2d8 instead.
Immunity: You gain immunity to Lightning and Thunder damage.
Abyssal Sight: In water, you gain the effects of Blindsight.
Oceanic Threat: Using 5 ki points, you condense the water in the air and launch an explosive web of water and lightning in a 30ft radius around you. It does 4d8 lightning damage, and forces all creatures in the range to make a constitution saving throw with a DC of 19. On a fail, they are paralyzed for 3 turns. On a success, they take half damage and are paralyzed for one turn.
Are there any ways that I can improve/balance this better? Again, this is my first ever attempt at making a monk subclass. Any advice would be appreciated!
These three items are meant to be used together for a warlock wearing a Sentient Suit of Armor which is also their patron. However, they can very well be used separately, and the magic item (the armor) doesn't have to be used by a warlock.
I'm open to suggestions/tweaks so please share your thoughts!
These should be usable in both 5e and 5.5e